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Author Topic: What's going on in your fort?  (Read 6100421 times)

trees

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Re: What's going on in your fort?
« Reply #18420 on: January 20, 2012, 08:06:41 pm »

I mostly meant things that are genuinely savage/evil/prone to rage/like fighting/etc. I consider the actions of the mammoth to be in self-defense, though, especially the one that was already bleeding and throwing up.
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I am often bad at phrasing things - don't hesitate to ask for clarification if something I said doesn't make sense.

terkiey

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Re: What's going on in your fort?
« Reply #18421 on: January 20, 2012, 08:37:45 pm »

In my fort, this happened to my latest migrant wave.

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Kc_spot

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Re: What's going on in your fort?
« Reply #18422 on: January 20, 2012, 09:07:03 pm »

My mayor is a certifiable dick.

A 5 by 6 room full of the stuff he requires and 6 statues AND completely engraved. Not good enough.

Stupid fucking purple headed toad.
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Yours is the fort that will pierce the hells!

Oh look, A DF blog.

This is a goblin skull loo. all craftdwarfship is of the highest quality. It is encrusted with troll teeth.

catenate

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Re: What's going on in your fort?
« Reply #18423 on: January 20, 2012, 09:34:55 pm »

(tl;dr: Nothing to see here, move along.  Bloody peasant.)

Outpost Emallikot, Hematite 251, Reg Voiceguild

Our first immigrant, Besmar Uzollolok, is a skilled diagnostician,
a novice at farming, and has a few fighting skills.  I told her she
could be of use here in triage, farming when there’s no casualties,
and regularly training other hospital support staff in combat.
I appointed her Chief medical dwarf Oiledgranite, and told her she
would lead a reserve military squad.  Her Culmination of Glazes would
not be sent into battle, and would wear no uniform: only the starting
seven, the Gilded Messiahs, wear armor while inactive.  They would
train and spar two at a time in the barracks of the first platoon,
with wooden shield, spear, sword, and axe, like every other 7-dwarf
squad in the whole-Sensedinks militia.

Another mason and stonecrafter arrived, Limul Craftsdrink, whom I
immediately set to work.  At first glance the only other migrant
seemed to be just a bloody peasant, Aban Roadmirrored.  She told me
she could teach and lead, so I set her to captain the second combat
squad Mechanical Furnaces.  (She can come up with a good squad name,
at least.) She had nothing better to do, and wouldn’t be much of an
industry loss if she fell in combat.

Malachite 251

Huzzah!  We have a still, and some of the farm plots have orders and
seeds being planted.  Some donkey-tripe biscuits rotted in the
kitchen, so we’re underdwarfed for our current production.
All around are things undone, and what bloody peasant said we needed
charcoal yet, when we haven’t even dug out space in plat 134 for the
smelters?

Galena 251

Finished the keep cellar, where we will store prepared food, drink,
and a cache of usable metal armor and melee weapons.  If things get
bad enough that the trapped keep must mount its own defense, they’ll
need to wear something that will take a beating, and wield something
that will hurt the invaders.  At that point I’ll also allow the hospital
staff to don armor, but I’m not likely to be alive then anyway.

Finished the dining room, and asked the engraver, Avuz Adildolil, to
smooth the floors and walls.  When he’s done with that we’ll open up
fortifications in outer wall, to let in the waterfall’s mist—and dragonfire,
if we live long enough.  Unfortunately the outer hospital
wall is clay, so we can only clean off the patients with the well.
I’ll have to send a note back to the Mountainhome for other
expeditions to better place their whole keeps in stone.

Also finally set up the mechanic’s workshop.  I’ll leave it to Avuz to
decide which to work on, until we get another engraver.  We’re not
really in a hurry for either quite yet.  We burrowed out a gated
passage behind the bottom of the waterfall for our dining-room and
hospital wells.  And a water-trap false entrance can wait until we
attract some attention.  I'll wait to ask Walllock to engrave, though,
that takes time, or better skill than he has now.

Planted wild strawberries outside, since we have seeds.  We’re out of
alcohol, and even though we plant cave wheat half the year and plump
helmets the other half, we’ll be limping along until the first caravan.
We have somewhat like 100 goblets, so if we can last to the caravan we
should be able to buy all their alcohol.  I mostly blame myself,
for occupying them with things other than growing and distillery.
Maybe starting the sparring immediately wasn’t a good idea.  In any
event, if people start complaining, we’ll change the current work
distribution.

Farmer’s workshop ready.  Told them to go off and do everything they
do.  Also finally got the gemcutter out of the sunlight, working on
prase opal and citrine, near the mason’s stone furniture stockpile,
and another for just about any furniture the dwarf cares to encrust.
No sand bags for these furniture piles, or the mechanism pile: they
belong nearer to the glass furnace—if we don’t run dry first.

Limestone 251

Not limestone, but chalk, will comprise the 53-urist wall around the
pasture and outer farm and refuse.  I'd rather it be some stone not so
valuable to steel production, but we haven’t delved deep yet, it’s
close, and it gets it out of the way.  I shouldn’t complain too much:
the confluence of rivers, falls, and cutouts left a 22x60+5x60-urist
area (you do all the math, I’m bad with numbers) isolated with only
that wall, and about as many ramps removed.

Hid an empty refuse pile behind a forbidden door of the keep.  If it
comes under attack, we’ll be glad of an empty place to hide our dead.

Excellent, Besmar has taken it upon herself to brew.  The keep cellar
has one barrel, so that will make two.

We have tetrahedrite just lying around, and charcoal, and trees to
make more charcoal, so if we weren’t so chronically short of
dwarfpower, we could start up the metal industry.  Instead we’re
making bedroom and dining room furniture, and at a bloody slow rate.
Only the carpentry is coming out at a good clip.  Well, the mugs too,
which we will need to trade for some essentials this year.

Are there any additional stockpiles needed to take the clutter from
workshops?  From the surface down...  The fishery has three turtle
shells, which can go to the bone/horn/hoof/shell pile by the bone
carver below it...  One of the (three—need to remove one to make room
for a kennel) stone crafters (using chalk—twitch) by the trade depot
is very slightly cluttered, so maybe we’re low on unused bins.
We have seven: I see four next to the trade depot, one holding cut
gems, and two holding charcoal.  So yeah, the first thing Rakust will
make when he wakes up and finishes his month of military training is a
bloody bin...  None of the other workshops is close.

Apparently Nomal the fish cleaner has been adopted by two cats.
No surprise there.  Besmar must have a decent bedside manner,
because a cat adopted her too.  Maybe it’s the time she spends
around food and vermin on on the farm.

We need a broker, since the caravan from the Mountainhome will come
soon to take these brief notes, and supply us for the winter.  Who’s
dispensible enough to drop what they are doing at a moment's notice?
Let’s see whether we get any dwaves that can judge intent or appraise,
before the caravan.

Up to 7 drinks before we ran out of distillable plants.  This should
tide us through to the caravan, at least.
Logged
Couverture: A chocolate-covered mod brings you a dark chocolate figurine of the deity of agriculture looking offended.

aban avuzsazirmafol tunur … kib saziradilîton kezkïg ugoshódkelid shatagistrath … kirondatanavuz ustosteshkad angngotololum―Bomonolthîkut fragments

Eric Blank

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Re: What's going on in your fort?
« Reply #18424 on: January 20, 2012, 10:00:57 pm »

There are 1875 kobolds in this world.

That's just enough to produce a small army to conquer the world!
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I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

Gamerlord

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Re: What's going on in your fort?
« Reply #18425 on: January 20, 2012, 10:58:29 pm »

I have a three dwarf militia, all clad in (mostly) copper armour. Can someone explain to me how the only wound any of them have suffered, even taking into account multiple ambushes, has been one from a master thief who stabbed my wrestler in the gut?

tryrar

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Re: What's going on in your fort?
« Reply #18426 on: January 21, 2012, 03:11:48 am »

LOL. My captain of the guard was hanging outside beyond the walkway leading into my fort when he spotted an ambush...and drove it off all by himself. It helps that he's a grand master marksdorf(which reminds me, time to churn out more crossbows now that my countess is legendary+5 weaponsmith), though what I'm laughing about is that they ran without taking a single casualty. I'm thinking it went like this:

Goblin Leader: "It is time for us to raid this fort! Let us bathe in the blood of our enemies!"

Goblins: "HURRRGH! Attack!"

Later.....

Goblin leader:"HAH! These weaklings only send one out to challenge us! We shall drink from their skulls tonight!"

Goblins:"HAHAHAHA!"

Guard Captain:.....*Raises crossbow, and nonchalantly aims at a tree the leader is standing next to and rapidly writes in bolts: "Sit on it and give it a turn" in very tight spacing, all without one mistake*

Goblin Leader:"..........Maybe this wasn't such a good idea......RUN!!!!!!!!!!"
Goblins:*Run away*
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This fort really does sit on the event horizon of madness and catastrophe
No. I suppose there are similarities, but I'm fairly certain angry birds doesn't let me charge into a battalion of knights with a car made of circular saws.

Reudh

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Re: What's going on in your fort?
« Reply #18427 on: January 21, 2012, 03:20:13 am »

Gamerlord, I'm not entirely sure, but I don't think breastplates cover the guts. I know chain mail does though. A chainmail suit and breastplate over it should protect most any dwarf.

tryrar

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Re: What's going on in your fort?
« Reply #18428 on: January 21, 2012, 04:34:16 am »

A big D decided to stop by Wheelbaldness! I immediatley ordered everyone inside so that it could run over my traps and perhaps be caged....but unfortunately for it, it arrived at the same time as the yearly caravan(also, it's only year 307, so dragons aren't nearly as scary I guess). The caravan guards killed it without any wounds at all! I was hoping to tame it, but oh well, dragon roasts all around!
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This fort really does sit on the event horizon of madness and catastrophe
No. I suppose there are similarities, but I'm fairly certain angry birds doesn't let me charge into a battalion of knights with a car made of circular saws.

Garath

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Re: What's going on in your fort?
« Reply #18429 on: January 21, 2012, 04:35:16 am »

I have a three dwarf militia, all clad in (mostly) copper armour. Can someone explain to me how the only wound any of them have suffered, even taking into account multiple ambushes, has been one from a master thief who stabbed my wrestler in the gut?

pure luck

also: dragons are a bit weak if they're not too old, but dragon fire hurts, a lot
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Quote from: Urist Imiknorris
Jam a door with its corpse and let all the goblins in. Hey, nobody said it had to be a weapon against your enemies.
Quote from: Frogwarrior
And then everyone melted.

Reudh

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Re: What's going on in your fort?
« Reply #18430 on: January 21, 2012, 04:38:44 am »

I'm up to the year 577 in my fort. Been through a few forts in that time.
Boldropes I - 550-551 (died to a loyalty cascade) - Boldropes II - 551-558 - Zalisiden - 559-571 - Limulunnos - 572 -

The world was genned to 550. :D

tryrar

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Re: What's going on in your fort?
« Reply #18431 on: January 21, 2012, 05:21:34 am »

Scary moment for my miner: While digging out more candy in preparation for my main sword squad to start receiving candy gifts, he hit a small(one tile) magma pocket within the vein! However, all is well, as the only thing to happen was that his lip melted. Seriously, this guy takes magma to the face and all that happens is his lower lip melts, and he doesn't even catch fire?! he didn't even have any wounds listed in the (v) (w) menu, despite trailing blood for a good bit!

Also, my duchess sure likes them buckets! Ever since she was a baroness, she's been constantly mandating buckets and forbidding export of buckets; not that I mind, of course, since it's easily done and she's not too demanding otherwise(she occasionally calls for lead items instead, but since I have a metric fuckton of galena....)
« Last Edit: January 21, 2012, 05:25:31 am by tryrar »
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This fort really does sit on the event horizon of madness and catastrophe
No. I suppose there are similarities, but I'm fairly certain angry birds doesn't let me charge into a battalion of knights with a car made of circular saws.

Reudh

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Re: What's going on in your fort?
« Reply #18432 on: January 21, 2012, 05:28:59 am »

A channel is being dug from an underground lake to a closed off part of the magma sea in order to make the cotton candy safe to excavate.

Humans from Iquimong came. We bought nearly everything off them and sent their mules off groaning under the weight of our crafts.

A metalcrafter went secretive and made an adamantine figurine based on the foundation of Goldenhoof in 572. It's worth about 700k Dorfbux.

The human Law-Giver Diplomat arrived, talked to our baroness for a little while then left again.

A kobold was spotted by a child, who was attacked. The child kicked the kobold in the left hand, injuring it, causing the kobold to flee.

CaptainBadwheel

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Re: What's going on in your fort?
« Reply #18433 on: January 21, 2012, 06:14:39 am »

I over engineered a waterwheel power plant. It works by shunting a stream into the first cavern layer by a slot that is 12 across and 15zlvls down (huge waterfall). I use it to power a 35zlvl magma stack, which I decided to start up for the first time during a siege and a wardogapaloosa. Since there was already a waterfall at this embark, with something like 60+ wardogs in my entrance, and the stream running backwards into the caves things slowed wayyy down. Fortunately I keep levers hooked up to everything so I can shut it off completely when the magma reservoir under my forges is filled.
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jamesadelong

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Re: What's going on in your fort?
« Reply #18434 on: January 21, 2012, 06:39:53 am »

Scary moment for my miner: While digging out more candy in preparation for my main sword squad to start receiving candy gifts, he hit a small(one tile) magma pocket within the vein! However, all is well, as the only thing to happen was that his lip melted. Seriously, this guy takes magma to the face and all that happens is his lower lip melts, and he doesn't even catch fire?! he didn't even have any wounds listed in the (v) (w) menu, despite trailing blood for a good bit!

Also, my duchess sure likes them buckets! Ever since she was a baroness, she's been constantly mandating buckets and forbidding export of buckets; not that I mind, of course, since it's easily done and she's not too demanding otherwise(she occasionally calls for lead items instead, but since I have a metric fuckton of galena....)

Make her day, give a lead bucket with spikes and bands of lead. Then beat her to death with it for presuming you'd care about her whims, however simple they are.
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