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Author Topic: 34.05 progress  (Read 5805 times)

arphen

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Re: 34.05 progress
« Reply #15 on: March 20, 2012, 06:55:11 pm »

Mine didn't seem to fight back, just fly away from my dwarves....
My full steel armor dwarves were so incredibly slow they couldn't catch any and then fell victim to the goblin archers
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Caprealis

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Re: 34.05 progress
« Reply #16 on: March 21, 2012, 09:51:18 am »

I just built a bunch of bridges over my open spots in the above ground areas of my fortress,
All hooked to a lever to make a defense against flying creatures.
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luppolo

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Re: 34.05 progress
« Reply #17 on: March 21, 2012, 09:58:03 am »

i embarked in a place with chalk and magnetite everywhere, so every soldier is in steel everything and every citizen is drafted as inactive marksdwarf with steel crossbow and steel bolts
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ledgekindred

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Re: 34.05 progress
« Reply #18 on: March 21, 2012, 10:36:16 am »

Cobaltcircles just fell after a successful 7 years.  I wanted to enjoy some FUN times so I embarked on an area that was half Haunted biome.  (Sadly, there were no foul rains nor evil mists, but anything that died on unhallowed ground rose again as the undead.)  I built the majority of my fort on the Wilderness side and walled it off, but left drawbridges in both biomes.  I had safely tunnelled through the caverns into the magma.  (Losing only two legendary miners in doing so. >:()  The well was up and running, as was the hospital with fine doctors.  I had lignite, bituminous coal, magnetite, marble in abundance.  I had a grand master armorsmith migrate in, so not only was my military decked out in steel, but masterwork steel at that.  I also had a not-half-bad weaponsmith cranking out weapons, many of which were masterworks.

Food and booze production had stabilized.  I was nearly self-reliant, only really buying meat from the caravans.  I even managed to kill a web-shooting forgotten beast after it shot web all over some of the access tunnels to the magma.  So I had quite a few bolts of Forgotten Beast Silk Cloth. 

Then I had two sieges in a row.  My dorfs were still cleaning up after the first one when the second one arrived.  So I decided to use one of my clever plans.  Some may have called my plan insane, but I called it evil.  (And also insane.)   I recalled every dwarf who could make it back to the underground burrow, closed the Wilderness bridge, opened the Haunted bridge, then I stationed archers.  The first dozen goblins were slaughtered, as were my archers. 

Then I closed the bridge.

Shortly, there was a melee of undead goblin and dwarf and troll bodies fighting living goblins and dwarves and trolls outside the walls.  The goblins made a fine showing of themselves, consistently killing the undead as they rose.  However, it was a battle of attrition, and the goblin leaders were soon overwhelmed and the siege fled.  I opened the drawbridge again and sent out my well-trained, heavily-armored, beweaponed melee squads to mop up the bits and pieces of undead that were still crawling around.

They were utterly slaughtered.

I tried to draft an emergency milita and then I remembered that, of the 177 dwarf fort, 97 of them were rotten little kids and could not be drafted.  Every able-bodied peasant was conscripted and assigned to hold off the zombie hordes, but it was not to be.  In typical Urist McDorfy fashion, rather than run back to the fortress, every one of them ran to the evil biome side of the map, to be hunted down and killed, only to rise again.

At least all those kids stopped being a problem.
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I don't understand, though that is about right with anything DF related.
I just hope he dies the same death that all dwarfs deserve: liver disease.
The legend of Reg: http://www.bay12forums.com/smf/index.php?topic=65866.0
Atir Stigildegel, Legless Hero of Diamondrelic: http://www.bay12forums.com/smf/index.php?topic=83136.0

FrisianDude

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Re: 34.05 progress
« Reply #19 on: March 21, 2012, 11:30:34 am »

elk bird riding goblins.
those are annoying bastards if you don't have marksdwarves....
That was the wierd thing. They didn't seem to actually fly. Perhaps something was changed with flying mounts in 0.34.1+, Ot I got really luck. Especially since there was a squad of 10 crossbows and an elite bowman.
AfaIk, Elk Birds can't fly.
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miauw62

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Re: 34.05 progress
« Reply #20 on: March 21, 2012, 12:14:36 pm »

scarily lethal dwarves,
Strange dwarves?
(tf2 reference)
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King DZA

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Re: 34.05 progress
« Reply #21 on: March 21, 2012, 05:09:41 pm »

Phallusballs's has finally come to an end. It was a slow, drawn out, and tragic demise. You see, the fortress itself was growing well, but for the first time in a long while, I experienced food/booze issues. Through excessive cooking, the fort had begun to run short on seeds, which lead to lack of plants, and thus lack of booze.
Apparently there wasn't enough wild plants around to keep a steady supply, and soon the dwarves were forced to drink from ponds and eat only very basic meals. This normally wouldn't be very hard to recover from, make more farms, trade with caravans, ect. But the arrival of a vampire started to cause trouble when relatives became increasingly upset about their kin being drained of blood in their sleep. This, along with kids being hauled way by snatchers every now and then, meant morale in Phallusballs was not high.

Supplies were needed desperately to keep everyone's moods high enough to continue doing their jobs, so when the dwarven caravan refused to sympathize with the fort's suffering inhabitants, I ordered a moat to be dug around the depot, in the hopes that the merchants would go insane and leave their wares to be looted for the good of the fortress. Unfortunately, the fort was shortly after hit by a bowgoblin ambush that, although defeated by the amateur militia, only worsened the already low fortress morale.
Time went on, and slowly, the tantrums died down. Even despite the miasma and ghosts around, moods began to recover. That is, before another two ambushing parties decided to show up. After slaughtering the elven caravan, they promptly slaughtered Phallusballs' amateur militia, and rampaged through the fort. I quickly made several new squads and filled them up with any dwarf I could, the end result was a bloodstained hallway, many dead dwarves, and a group of fleeing ambushers.

After that, insanity became a normal occurrence in Phallusballs. The newly created civilian militia was regularly ordered to take out berserk dwarves, while many others ran babbling though the living quarters or slowly wasted away, stricken with melancholy. The miserable, sane survivors began hunting vermin for food, and as starvation and dehydration increased, so did the miasma and ghosts. The human merchants were attacked and killed almost as soon as they entered the map. There were plenty of seeds to plant, but everyone was too busy dying and tantruming to get any farming done.  Food was needed ASAP, there was no time to think about the consequences. More dwarves were lost in the assault, but in the end, supplies were obtained from the humans.

At this point, there were only a few dwarves left willing to take the time to do any actual work. Then, almost as if they knew it was the perfect time to strike, the fortress was ambushed again. Lashers and pikegoblins flanked the fort entrance. Much to my surprise, I realized they were accompanied by a human axeman. At first, I thought he had simply been a surviving caravan guard, but as I watched, it became clear that he was fighting alongside the goblins. As they cut through the surviving militia members, it seemed all hope was lost. I, Refusing to let them enjoy their apparent victory, ordered a lever to be pulled. A lever to an unfinished defense system that would flood the entire fortress. Water rushed down the halls, spreading the blood and vomit around even further, and muddying the fortress halls that had now become a battleground.

But, as fate would have it, winter arrived, and the water abruptly froze. Being without any capable miners, the fort was now sealed off from the outside world until spring, locking both the ambushers and dwarves inside. After a long and messy fight, the ambushers were somehow defeated. Corpses from both sides littered the filth covered floors, and before long, only three dwarves remained. A single baby, who would soon die of dehydration, a hammerdwarf, who it turns out had actually been the vampire terrorizing the fort the whole time, and a speardwarf with a broken finger.
The vampiric hammerdwarf lay crippled on the stairs, unable to move. He was surrounded by restless dwarven souls the entire time. They crowded around him and watched as he slowly succumbed to the infections of his grievous injuries.
The speardwarf, being the only dwarf capable of working, and soon the only dwarf still among the living, was able to brew himself a couple barrels of dwarven wine. He remained content, despite the putrid miasma and restless haunts that continued to torment him. He went about his business day by day, until at last, spring arrived. The ice melted, and he was free to finally return to the surface. But just as he finished butchering one of the remaining animal skeletons, and was ready to start tending the surface crops until more migrant arrived, he was battered to death by a ghost, before he even got to step foot out of the wretched hellhole he had been entombed in for months. So ends the story of Phallusballs the Balls of Phalli.
« Last Edit: March 21, 2012, 05:11:48 pm by King DZA »
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psychologicalshock

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Re: 34.05 progress
« Reply #22 on: March 21, 2012, 05:28:12 pm »

But just as he finished butchering one of the remaining animal skeletons, and was ready to start tending the surface crops until more migrant arrived, he was battered to death by a ghost, before he even got to step foot out of the wretched hellhole he had been entombed in for months. So ends the story of Phallusballs the Balls of Phalli.
Almost sounds like Balls of Phail, nice story lulz
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melomel

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Re: 34.05 progress
« Reply #23 on: March 21, 2012, 06:42:59 pm »

This may not count as 34.05 to some, as I stripped the raws of all the new creatures that filled me with rage.  (I will probably go back to my other embark--it was a really nice site--when/if I ever adapt to having every single fucking wild animal on the map be a giant thrips or a grasshopper man or a giant mosquito or a mosquito man or a fucking giant mosquito man.)

Anyway.  I was trying to keep my fort under 20 twenty dwarves until a rough foundation was up and running.  Due to a combination of migrant waves and accused dwarven fecundity, I'm now at exactly twenty, plus three worthless spawn, and oh god the carnage.

It was easy enough to beat off the occasional kobold or horde of rhesus macaques but before I knew it there was the dwarven caravan and four squads of goblins and necromancers and the corpses.  Oh the corpses.  (I embarked with two neighboring towers for double the fun.)

So the ambushes started before I'd created a perimeter ditch or even a freakin' hatch cover to protect my hole in the dirt.  Managed to lock everyone inside in time, and there the populace cowered until the goblins and the undead had finished with the merchants and turned on each other; two marksdwarf migrants managed to pick off the survivors and finished that task just in time to deal with a water blob FB.

The FB was quite easily dispatched, so far none of the corpse-corpses have reanimated, and so far I've only lost one mason (who walled herself into a construction and starved before I noticed).

If my miner will return to work and finish the ditch before the next ambush, Rockrealms may have a chance.  Maybe.  It occurs to me I should probably check my food stockpiles...
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PsychicKid

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Re: 34.05 progress
« Reply #24 on: March 21, 2012, 06:52:57 pm »

Finally got a serious fort. 22 population total with the first year about ready to come to a close, with a crapload of booze, cheese, meat, and prepared meals. Since I'm pretty good on the food and booze supply, I've ordered the mass-dumping of all of the rooms I've dug out (which is a lot). Soon, I will start the project to introduce a huge waterfall into my absolutely huge dining room. I will have to be careful, because in a blatent abuse of the naming system and disregard for the safety of my dorfs, I have named my fort Boatmurdered the Ageless God-forsaken Death-Fortress of Demons.
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uber pye

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Re: 34.05 progress
« Reply #25 on: March 21, 2012, 07:40:34 pm »

evil biome

knock-out fog

129 zombies

thanks to my friendly vampires i am starting to build a outside fort
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Draxxalon

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Re: 34.05 progress
« Reply #26 on: March 21, 2012, 08:45:58 pm »

Terrifying Biome, underneath a brook source.

I managed to get access tunnels leading to each edge of the map, sealed with bridges (and a ditch, for extra measure).     Each tunnel also had a secondary airlock, and in the central intersection, the trade depot, surrounded by tertiary locks (mostly for traffic control).   

The undead horde has grown past 100 ex-dwarves/snatchers/merchants, plus migratory undead animals/beast.   A were-chameleon wandered in, and was torn to pieces, but not before infecting a zomdwarf.   Now there is an on-going monthly war of attrition between the were-zombies and the other zombies, with the weres slowly winning as they infect more and more of the other zombies.

The horde makes short work of most caravans and immigrants, but every now and they they arrive close enough to an access point to get in.   Or have a fast-running friend who draw the hordes away. 

The caravans that do make it in, rarely make it out again.

The horde also makes vampires easy to spot, as they will calmly walk through the horde.   The airlock control room is staffed with three of the suckers as such.

Atom-smasher construction projects were underway, in the hall sections between the outer & secondary airlocks (the horde is not only slowly winning a war of attrition against itself, but against my FPS), when, much to my dismay... it reliably crashes every time the dwarven caravan should arive.   I've backed up a couple seasons, but to no avail :(
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kaenneth

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Re: 34.05 progress
« Reply #27 on: March 21, 2012, 09:03:32 pm »

Terrifying Biome, underneath a brook source.

I managed to get access tunnels leading to each edge of the map, sealed with bridges (and a ditch, for extra measure).     Each tunnel also had a secondary airlock, and in the central intersection, the trade depot, surrounded by tertiary locks (mostly for traffic control).   

The undead horde has grown past 100 ex-dwarves/snatchers/merchants, plus migratory undead animals/beast.   A were-chameleon wandered in, and was torn to pieces, but not before infecting a zomdwarf.   Now there is an on-going monthly war of attrition between the were-zombies and the other zombies, with the weres slowly winning as they infect more and more of the other zombies.

The horde makes short work of most caravans and immigrants, but every now and they they arrive close enough to an access point to get in.   Or have a fast-running friend who draw the hordes away. 

The caravans that do make it in, rarely make it out again.

The horde also makes vampires easy to spot, as they will calmly walk through the horde.   The airlock control room is staffed with three of the suckers as such.

Atom-smasher construction projects were underway, in the hall sections between the outer & secondary airlocks (the horde is not only slowly winning a war of attrition against itself, but against my FPS), when, much to my dismay... it reliably crashes every time the dwarven caravan should arive.   I've backed up a couple seasons, but to no avail :(

be sure to submit the save to a bug report or such.
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