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Author Topic: What's going on in your fort?  (Read 6215661 times)

Urist Imiknorris

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Re: What's going on in your fort?
« Reply #15645 on: August 19, 2011, 02:48:18 pm »

I have a stream on my embark. Food and water.
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Quote from: LordSlowpoke
I don't know how it works. It does.
Quote from: Jim Groovester
YOU CANT NOT HAVE SUSPECTS IN A GAME OF MAFIA

ITS THE WHOLE POINT OF THE GAME
Quote from: Cheeetar
If Tiruin redirected the lynch, then this means that, and... the Illuminati! Of course!

Ragingpantsless

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Re: What's going on in your fort?
« Reply #15646 on: August 19, 2011, 03:18:16 pm »

Elk birds seem to want to be the backbone of my meat industry. They keep coming in through the hole I specifically made for such an occasion, and promptly get murdered by my two dwarf death machine. I call them brainstab and bowelflight. One stabs things in the brain, the other causes lower body parts to go flying.
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"And if you look down in the boiler chamber, you'll see that our hot spring is powered by an ancient, unholy, cramped and extremely pissed forgotten beast."

wypie

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Re: What's going on in your fort?
« Reply #15647 on: August 19, 2011, 03:20:41 pm »

Im going to try a 0 point embark it sounds fun but with invaders on...
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Saint

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Re: What's going on in your fort?
« Reply #15648 on: August 19, 2011, 03:43:15 pm »

I'm nearing the winter of year 3, almost completed the gatehouse/courtyard and smothing the walls of the fortress. Almost 80 dwarves as well and a few ghosts. I'm VERY picky about my migrants now as the need for a wave of masons is over so a bunch of them get burrowed into the obsidian tanks.
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Hazordhu 2: Dwarven recruits wanted!
You should all be ashamed of yourselves.  The obvious solution is to chain the baby up at the entrance as a kobold detector.

Broseph Stalin

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Re: What's going on in your fort?
« Reply #15649 on: August 19, 2011, 03:48:38 pm »

Fiddling with runesmith caused me to accidentally tame a FB. I'm thinking of all kinds of fun applications, right now my idea is to get it's extract into a water filled trough in front of my entrance and build a retractable bridge over it. When it comes siege time I could retract the bridge and force my enemies to expose themselves to the death goop.

UristMcHuman

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Re: What's going on in your fort?
« Reply #15650 on: August 19, 2011, 04:23:04 pm »

Remember, your dwarves will need something to drink before the first caravan.
I removed the tag that makes dwarves DEPENDENT] on [ALCOHOL_. Them drinking water shouldn't be too horrible.

I butchered my mule which happened SO DAMN QUICKLY that I didn't even notice that the thing was carried off to the butchery. It happened instantly, but now the skin tanning is taking FOREVER. I'm wondering if I'll get more than one unit of leather from tanning my raw mule skin.

My fisherdwarf so far has pulled up a rainbow trout and a brook lamprey. He's now building the fishery necessary to make them edible. My leader is pulling plants from the earth, but has only managed to scrounge up two hide roots. Two bloody hide roots. Those aren't edible! He'd better get something like strawberries or fisher berries soon, but our meat supply is good enough for now.

I require the straw- or fisher-berries for seeds, which can then be planted for things like food.
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Frogwarrior

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Re: What's going on in your fort?
« Reply #15651 on: August 19, 2011, 04:41:26 pm »

Looks like it could be then end for Boardedclasp.

Spoiler (click to show/hide)
That's... scary. What was triggering the cage traps?
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Lately, I'm proud of MAGMA LANDMINES:
http://www.bay12forums.com/smf/index.php?topic=91789.0
And been a bit smug over generating a world with an elephant monster that got 87763 sentient kills.
http://www.bay12forums.com/smf/index.php?topic=104354.0

Urist Imiknorris

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Re: What's going on in your fort?
« Reply #15652 on: August 19, 2011, 04:51:25 pm »

I'm assuming infected cavern animals that then bled out before he noticed the cage traps had been sprung, leading to the deceptive "<material> cage" sitting on the trap containing the corpse of a recently-captured even-more-recently-deceased beast-sickness-infected crundle instead of a "crundle cage (<material>)" containing a captured healthy crundle.
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Quote from: LordSlowpoke
I don't know how it works. It does.
Quote from: Jim Groovester
YOU CANT NOT HAVE SUSPECTS IN A GAME OF MAFIA

ITS THE WHOLE POINT OF THE GAME
Quote from: Cheeetar
If Tiruin redirected the lynch, then this means that, and... the Illuminati! Of course!

Agent_Irons

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Re: What's going on in your fort?
« Reply #15653 on: August 19, 2011, 04:57:30 pm »

I'm assuming infected cavern animals that then bled out before he noticed the cage traps had been sprung, leading to the deceptive "<material> cage" sitting on the trap containing the corpse of a recently-captured even-more-recently-deceased beast-sickness-infected crundle instead of a "crundle cage (<material>)" containing a captured healthy crundle.
Sneaky. I see.
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Loyal

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Re: What's going on in your fort?
« Reply #15654 on: August 19, 2011, 05:24:59 pm »

Trouble abounds in Urnrope. I'm playing Dwarf Fortress Advanced and various Commoners keep getting caught in the poison gas from Cursed Stones despite being burrow-restricted away from the relevant sections. Two dwarves have suffocated so far, but at least one other guy has survived with just perpetual dizziness.

Also, one of my military dwarves is going on a tantrum, and shows no sign of slowing. He's already killed two people and with a +Steel Spear+ there's no telling the casualties he'll continue to inflict. This is particularly problematic because I think most of his squad is going to follow suit in a while. Because Warrior-caste dwarves have terrible skill growth rates for anything that isn't combat, they have no civilian skills and therefore get mad when I relieve them of duty... but also get mad if I keep them on duty for too long. No idea what to do. For now I've just deactivated the squad and intend to keep them there till their negative thoughts remove themselves, gonna have them do some Pump Operation in the meantime. Might improve their attributes some, but I'm mostly hoping it counts as a civilian skill for the purposes of preventing that particular negative thought. Otherwise I'm just scrambling for the other usual stuff - good bedrooms, well-trained cooks, that sort of thing. I don't believe resources permit for a waterfall right now, but who knows.

A Forgotten Beast - a lobster with a poison sting - is lurking the caverns, but I don't feel like tackling him right now as I have no particular motive to unseal the caverns at the moment.

Also, one of my guys made an Artifact Silver Shield while possessed. No idea what I'm gonna do with that, unless weight is a good shield attribute.
« Last Edit: August 19, 2011, 05:28:15 pm by Loyal »
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Togre

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Re: What's going on in your fort?
« Reply #15655 on: August 19, 2011, 05:28:07 pm »

Also, one of my guys made an Artifact Silver Shield while possessed. No idea what I'm gonna do with that, unless weight is a good shield attribute.

It is.  Shield bash = blunt attack.
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"Hey guys, you know how I've been repeatedly injuring you over and over again for the purpose of training up a team of high skilled doctors? Yeah well we didn't actually need to do that."

monk12

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Re: What's going on in your fort?
« Reply #15656 on: August 19, 2011, 07:34:40 pm »

The ghost situation in Drunkensteels is gradually growing into a ghost problem. There are currently 14 ghosts at large, most of them forlorn or restless haunts- three of them, however, are not. One of the deceased wrestlers is a secretive poltergeist- the upshot is that every once in a while he steals/hides a piece of leather or some other useless thing, but left to his own devices I'm sure he'll start "mislaying" important items. Slightly higher on the annoyance factor is my Ghostly Legendary Bone Carver- an energetic poltergeist. He keeps knocking over chairs and beds when I'm not looking, which is starting to interfere with daily life in Drunkensteels. Most troublesome, however, is the howling spirit of my unlamented Milker. He died of thirst in my dormitory, and now nobody is getting a good night's sleep. My dwarves aren't particularly jolly at the best of times, and this certainly isn't helping.

Sure, I could pop off a couple dozen coffins and properly inter them all, but then I'd have to move them later, and I'm too anal to look at mismatched coffins for long.

Speaking of my own OCD, construction of Drunkensteels (more specifically, proper housing, meeting halls, workshops, and the roof to the hospital) has slowed to a crawl due to a dearth of Limestone Blocks. My new miner is nearly Legendary, so I'll be harvesting a new crop of Limestone soon, but until then I'm getting way ahead on the Diorite roads and refurnished basements.

The most recent goblin raid resulted in the death of a few sheep, an unlucky Lye Maker, and broke the leg of a rookie, half-equipped Hammerdwarf. After he died of thirst over the dry winter, my mayor/chief medical dwarf mandated the crafting of three new sets of greaves. I like this mayor.

And last but not least, soap! Soap for everyone! The wonderful soapy baths have nicely canceled out the unhappiness induced by the howling spirit making a racket all night, and once he's laid to rest I suspect I might even have a few happy dwarves. Encouraged by this success, plans for an eventual bath house are in their early stages.

Niccolo

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Re: What's going on in your fort?
« Reply #15657 on: August 19, 2011, 07:55:39 pm »

So close.

SO. CLOSE.

SO GODDAMN CLOSE! AAAAAAARRRRRGH!

Right. Deep breaths.

In all my history of playing Dwarf Fortress, I've only ever had one weaponsmith fey mood. He had a preference for battleaxes, I had just bought a bar of steel from the dwarves, and he had only been fey for a couple of seasons.

Halfway back to his forge, he tantrumed.

RAGE!

Niccolo cancels post: went berserk
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What's wrong with using magma? That's almost always the easiest method.
I have issues channeling it properly to do that method. I end up flooding the fortress with magma.
Check out my RtD!

DaftSkunk

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Re: What's going on in your fort?
« Reply #15658 on: August 19, 2011, 08:12:58 pm »

Lots of stuff happening in Magictowers, first and foremost of course the near completion of the arenatower (altough its more like a colosseum on stilts) taking about 3800 blocks of dolomite and 32 masons working for about a year. Just as I feared, the Goblins decided to send some ambushes, but thanks to the brave sacrifice of my war dogs, they were spotted before entering the quarry, even if only 1 of 3 wardogs acutally saw them (the rest was regularly slaughtered by badgers). Also, for the first time ever I saw a dwarf enter a martial trance and then actually fight something, it was awesome. One of my newest recruits, charging a squad of Crossbowgoblins dodging each and every bolt matrix style while smashing the Goblins to bits. I´ve nicknamed him Neo.

The first contestants for the arena are just waiting for the windowshield of the tribune to be finished. I hope the spirits of my dogs will be pleased to see their killers duke it out.

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monk12

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Re: What's going on in your fort?
« Reply #15659 on: August 19, 2011, 08:44:55 pm »

No sooner had my miner reached Legendary status than he threw himself into the Pit of Endless Falling and Dying. Fortunately, he did so from only 3z up that same pit, but still, what the hell. There were no cave-ins, there were no buzzards making him dodge off the path- he just fell. His right arm, left hand, and both legs were thoroughly mangled- his left leg has overlapping fractures, and his right leg is infected. No nerve damage, so if he survives the infection he'll be alright. At least he had the decency to wait until the hospital was set up- plenty of soap, thread for sutures, gypsum plaster from the caravan and a table and traction bench waiting for him next to his bed. As soon as the water system is running the hospital can await completion after I get a meeting hall up.

And speaking of the water system, I'm nearly ready to hook up the water capture net to the sewers. The water capture net (I need a better name for it) works by allowing water from the biggest murky pools to drain into some large tunnels that lead to the murky pools nearest my sewers. What happens is the water spreads out about 2-3 deep, until winter freezes the lot of it. Come the spring thaw, the ice melts into 7/7's and the extra water fills the tunnels. Once I start drawing water into the sewers, I can manage my water such that I never run out. Of course, this assumes that the water can flow freely enough to fill the sewers before evaporating.

The mechanic in charge of floodgate management (in fact, my only mechanic) just had her second baby right after a successful test of the Primary Floodgates. What I hadn't realized was that dwarves would have babies so fast- in previous forts my dwarves sporulated every year or so, but this newest daughter follows her brother nine months after his birth. Presumably that is the dwarven gestation cycle. Needless to say, the mother is now carrying both babies as well as the tools of her trade around with her.

This is a reclaim of Drunkensteels, and several of the ghosts are holdovers from the first settling. Unsettlingly, the Ghost of the first Doctor has taken to haunting my hospital. Specifically, the hospital bed of my severely injured Miner. While the current doctor is busy suturing . I'd like to think he is offering sage, but useless advice.

"Oh aye, I've seen wounds that bad in my time. I remember when the second militia commander- or was it third? Well, when he was brought in there wasn't much I could do. Watched him bleed out. Messy thing. But hey, you'll do better, and even if you don't being dead isn't so bad. Or it wouldn't be if anyone was ever buried here. It's cold out of the casket, believe m-"

"SHUT UP! I'M TRYING TO SUTURE HERE!"
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