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Messages - lazygun

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1
I saved a duplicate copy of my fort for checking legends mode after I found a dead "@" visitor in a random hallway. Apparently they died of thirst, a season after arriving.

But while browsing my fort's history, I also noticed several artifacts and books getting destroyed. Even in the first summer, before I had an atom smasher, before I reached the magma. Every such artifact that I checked, was destroyed in the exact season that its creator/holder immigrated to my fort. It seems that it's the immigration itself that is doing this.

Has anyone else noticed the same thing? Is this a known bug?

2
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: March 05, 2024, 07:07:51 pm »
Watching various forgotten beasts, giant olms, trolls, giant bats and other fauna get murdered by unrevealed (to me) olm people. The creatures seem to just suddenly start staggering around and bleeding to death.

I finally created a long trap hallway. What happened when I opened it up to the cavern? Half my fort decided to visit the cavern. Apparently they wanted to clean up all the blood and ichor spatters. Quick save-scum because that's a completely ridiculous way to lose a fortress. In future I must remember to set up a cleaning labour type with "nobody does this" before opening up the caverns, on top of forbidding anything and disabling automatic web collection.

3
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: February 13, 2024, 02:07:31 pm »
I just had a kea steal a codex from a surface-level depot. On a permafrozen map.

It's only year 2 and I'm still working on moving the depot underground. First I need new dining hall and bedrooms so I can make room by retiring the early temporary dorm and dining room. And move the kitchen and brewer and food storage... and it's been crisis after crisis. Need to set up a hospital. Need to set up a well. Need to set up farms. Need more soldiers to fight the hordes of rutherers, troglodytes and olm people. Need more steel gear to equip them. Need more garbage haulers to clean up the mess from the fights. Need more storage space for, well, everything. About once a season I get to spare the manpower to dig another couple of z-levels towards the magma sea.

4
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 30, 2023, 11:42:57 am »
Well the 120 rodent people are starting to go insane due to mainly to boredom but also remembered trauma. I found one of them stumbling around oblivious. What drew my attention was two of them trying to murder each other. So that’s a berserker. And it explains why I found two corpses at the bottom of a 40+ level underground cliff. I am still going to build a weapon-trap-filled corridor to directly clear them out, because they are sending my frame rate into single figures.

5
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 26, 2023, 06:39:27 pm »
So, an update to my post above.

Given enough completely untrained marksdwarfs shooting at long range, even with a low hit-rate you can get the dragon to "Bleeding" for long enough that it dies before it heal the wounds! Result! Long range here means almost the distance from the centre of a 1x1 embark to the edge. Dragonfire seems to stay roughly at the same z-level of the dragon, so the marksdwarves were high enough to be safe. Except when they decided the quickest way to reload was to jump down off the central keep. Luckily only one of them did so when the dragon was visible from ground level. RIP Ingiz. Maybe if I build the wall on the north side of the fort a little bit higher they won't see enemies from ground level, and won't try to jump across the moat.

The dragon at one point dodged into the moat. On the way to climbing out, dragonfire turned the swimmer into subatomic plasma. I learned that apparently a creature "unable to walk" can be pretty damn mobile when in the water.

Using a bit of engineering and a couple of screw pumps, I managed to extinguish the burning artifact rope. Only thing is, the engineering works form a shortcut across the moat, so now to carefully demolish them ASAP.

The dragon got butchered and a child fell into a secretive mood and turned the dragon skeleton (all 120 bones) into decoration of an artifact amulet.


6
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 24, 2023, 06:12:28 am »
A dragon visited the fort. While I was scrambling to activate the lever for the drawbridge over the moat the dragon melted the drawbridge. It looks like the human traders are going to be spending the winter in the fort.

I stationed my marksdwarves on top of the central keep. And then accidentally de-ramped the path into the underground fortress. So when they ran out of ammo and couldn't reload, they jumped down, ran towards the dragon and attempted to jump across the 5 tile wide moat. 5 drowned. One is now an accomplished swimmer but is stuck in the moat because of the high banks. It didn't go well for the two that made it across. Now they have been "missing for a week". I know exactly where the burning corpses are, but my dwarves don't, so I can't make slabs for them.

Dragonfire ignited vegetation inside my moat. The flame front destroyed over 1000 accumulated bones that were lying in my outdoor butcher shop.

An artifact rope that used to leash a watchdog near the drawbridge is now permanently on fire.

My plan now is to dig a flood-able trapped tunnel under the moat.

In other news: a forgotten beast arrived in the third caverns: one of the places that is disconnected from the rest so I haven't been able to wall it off yet. It triggered the reveal of around 120 rodent people and died in less than a second. Now I have combat log spam of rodent people thinking "this is my fight. I am not afraid". Guys: the fight is over.

Edit: now the swimmer is starving and dehydrated. Dehydrated... while swimming in 7/7 fresh water *sigh*

7
Alligator in the river next to the wagon.

On the third save-scum I appointed the last dwarf standing as Chief Medical Officer and designated a spot of ground as the hospital. Not much got done that spring but I eventually had 5 mobile dwarves to construct the fortress.

8
Dwarves of Sandboulders

Damnit guys! The crundles are 14 z levels above you! They are also terrified! They aren’t going to climb down to hurt you, and you aren’t going to climb up there either! Stop congregating on the ground below them, and stop climbing the walls of the volcanic vent. None of you made it higher than 1 z level (thank goodness otherwise the forge area would be full of dwarf gibs)

Ignore them! Stop cancelling jobs! Get a bloody drink!

Seriously, there is about a third of the fortress population milling around aimlessly. Serves me right for giving up on training marksdwarves.


9
I just drowned my outpost liaison. Pulled the lever to retract the bridge over the moat after the traders all reached the depot. Apparently the liaison picked the wrong time to try to leave the fortress.

That bridge wasn’t even planned to exist. It’s just that everyone keeps spawning on the inaccessible 1 tile wide strip of land between the moat and the edge of the map (1x1 embark) instead of on the far side of the river.

10
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: January 26, 2023, 08:08:18 am »
Playing the new free version and getting used to the interface. Some things I like, some things I miss not being able to do.

I got surprised by the new trigger for the monarch arriving. The queen arrived in early spring of the fort’s sixth year and I scrambled to make sufficiently royal quarters for the her. Her first action was to ban export of large gems which I had already traded to the elves. Second action was to demand the creation of a new large gem. I hate her already.

Also since she arrived, every single baron count and duke are permanently visiting my fort. Nobody uses my tavern bedrooms. When they decide to leave the map it’s just a short time before they arrive on a different map edge… less time than it would take to **walk* there. I just wish my duchess could have spent all her time away from the fortress when it wasn’t the capital.

Let me add that before I opened up my tavern to all visitors, the nobles and diplomat were having their discussions in the hospital, while admiring a tastefully placed bed and sublime traction bench. I have a feeling they started in the tavern but then my diplomat was served too much booze and was carried to the hospital to sleep it off and just carried on the meeting where he was. My hospital is bare unadorned rock with cheap furniture. After I opened up the tavern they did eventually migrate there. No odd or shady visitors though: I think that’s because I have so many nobles they fill up the visitor limit. Luckily they don’t make mandates to MY fort.

11
To the mason Melbil Splashspears,

Yes, before I assigned you to a squad I should have checked your temperament. Nervous wrecks do not belong in the army.

I'm sorry the undead undead camel sekeltons left behind after the necromancer siege upset you. But now that the damage has been done, I am trying to make amends. You have light duties, a library with three books you haven't yet read (which you ignore, preferring to cry to the expedition leader about having nothing to read), you have a wonderful temple (which you ignore, preferring to scream to the expedition leader about having no chance to worship your gods) a tavern for you to make friends in (which you ignore, preferring to moan to the expedition leader about not being able to meet friends)

Now that you've been removed from the military I'm sure you'll be complaining soon about having no excitement in your life. I swear, if you do that I'm going to draft you into your own squad and station you right under the atom-smasher!

Your overseer, who is losing patience quickly.

12
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: March 09, 2021, 08:52:43 am »
About 3 days into the first winter, I got sieged by a necromancer, a dozen zombies and another dozen necromantic experiments. Every dwarf managed to get inside and raise the bridge to turtle up. So far so good. But all my bronze bars, logs and coal are still outside. So is my single anvil. So are my seeds. So are both roosters (one now undead, one just plain dead) destroying my poultry-breeding program. My military have bronze helmets and battle-axes but no other equipment. I know from save-scumming that they arent even capable of defeating even one of those necromantic experiments.

I have a plan. I need to tap the brook from below for water to drink and muddy some floors with (this is a map without soil). And I need to access the caverns for plants, seeds, wood, meat, bones. Then once the basic needs are seen to, I can think about arranging a cave-in below the forge.

13
To the Crystalline Pastimes:

You are an axedwarf squad, all equipped with at least superior quality steel battle axes. All of you are expert or better in fighting using battle axes. Please stop demonstrating warhammer usage to each other.

That is all.

14
I just realised I accidentally designated some quantum stockpiles with "block all" instead of "forbid finished goods".

With the result that my dwarfs have spent the last two seasons thinking "this x+pig tail sock+x is the wrong material and quality for this stockpile", dragging it back to the feeder stockpile, putting it back in the dumping minecart, deciding it doesn't fit the stockpile, hauling it back to the feeder stockpile...

At least the feeder stockpile was small enough that not all my dwarfs were wasting their time.

15
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 26, 2020, 09:40:21 am »
The human traders apparently forgot to pack up some of their stuff when they left. It just sat there forbidden until the meat and a masterwork prepared meal started to rot and create miasma. Which is how I was alerted to the sitauation. So now I have a load of useless junk, withered plants, various musical instruments, extra splints and crutches for the hospital, and wren cage (lead) which is taking forever to haul to my animal stockpile.

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