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Author Topic: What's going on in your fort?  (Read 6230357 times)

Broseph Stalin

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Re: What's going on in your fort?
« Reply #23220 on: May 28, 2012, 08:46:39 pm »

Once again it's the little accidental details, bugs, and coincidences that make this game awesome.

Diary of Bokon Kovel Bookkeeper of Tattooedlabor

Quote
We've captured the three beasties that have been trying to sneak passed the guard dogs. They are beauteous things. Two are placed in the meeting area beneath the main dining hall for our enjoyment away from the eyes of the children. The other is  held in the Mayors office to show all who come our glory as dwarves.

The hunters came back empty handed for the first time in ages. I say we should have fewer hunters even if a party that big could move stealthily the new migrants are too green to skulk about in the thick forests. Looking over the stocks there are plenty of good grapes in the warehouse even if we keep making wine and enough fish to feed an army but thats no meal for a red blooded dwarf. We'll half to butcher the milk cow if we want meat, not like we can live off of cheese anyway.

The human diplomat had to be dragged out of the mayors office. He saw the Nymph and went ballistic first trying to free it then trying to kill it. Said that if it would be better to die than live in captivity. Said the land wouldn't have any of it. Sounded like a damn elf. The sherrif dragged him out of the Mayoral Hall and the mayor commandeered my office for their meeting, convinced the humans we were going to let it go immediately. He asked me quietly to move the Nymph to the Under-Hall with the others then seal it up till the humans left. Nutty bastards lucky the sheriff beat the militia commander there. Okbod's been looking to break in that big two-hander sword of his.

Fishermen haven't caught anything recently, it's a bit odd given that the rivers always been so fertile but if you press a population hard enough it breaks. The Mayors ordered an moratorium on all fishing till the population can rebound. Hunters still haven't found anything. No more fresh meat, still have a good deal of sausage, salted fish, and grapes. We must be doing more to the environment than we thought, exhausted the game and fish we'll have to slow it down or start importing more food.

Not that I'm complaining but we haven't seen hide nor hair of the Beak Dogs this year. A herd or two usually pass through around now and the militia has to be sent out to protect the woodcutters. We've killed less than twenty of them there's no way we knocked their numbers down. They must have followed the prey species and bypassed us this year. All that means for us is that the militia can train and the woodcutters can keep working.

The fishermen and hunters are complaining to the mayor. Nothing to catch or hunt means no work. They want him to release the nymphs like the humans said. Praise Stettad Goddess of wealth I'm surrounded by hairy elves. I drew up some charts to explain that we just needed to let the game populations recover and we'd be fine but they just kept shouting. We're going to expand the above ground fortress, it's not really necessary but a little manual labor might teach them to enjoy their downtime.

The farmers are chipping their two cents in. They say they want to be rid of the Nymphs before the land dries up. The mayor has sealed his office and isn't receiving complainants. The farmers aren't interested in my charts either.

The hotter heads have won the day. The workers took the Nymphs from their chains and led them outside. I stopped them and demanded that they speak to the mayor but he just suggested that we give them the fish they had been trying to steal when we caught them. They took the Nymphs outside the walls and laid some fish at their feet. I tried to show them my charts but they ignored me. The entire thing is exacerbated by the fact that after the nymphs were out of sight a hunter yelled that a huge herd of animals was passing through the forest to the north.


My fort captured three nymphs that were trying to steal from the fish stockpile, I had them chained up two in the dining hall and one in my mayors office and a glitch is preventing any more creatures from entering the map, coincidentally the river ran out of fish around the same time.

Spoiler: what really happened (click to show/hide)

Eric Blank

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Re: What's going on in your fort?
« Reply #23221 on: May 28, 2012, 09:37:06 pm »

Zombie population growing exponentially. Multiple dwarven deaths, harpy and ogre infiltrations. Unable to dump or smash corpses in time, walls erected to contain them where possible. Main fortress entrance sealed off, new trap hallway infested by ogre corpses.

I need a new strategy for this biome...

Lost the refuse stockpile to the abominations. Damnit! Now I have to find another.

And the harpy corpses, being fliers, are infiltrating through every entrance.
« Last Edit: May 28, 2012, 09:39:37 pm by Eric Blank »
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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.

Splint

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Re: What's going on in your fort?
« Reply #23222 on: May 28, 2012, 09:50:57 pm »

One of the hamermen has acsended to a hero of the settlement, becoming a hammerlord. A nine year old got abducted while drinking from the well, which is a shame because she was a perfect military candidate. (we ran out of booze and food production uses up the barrels too rapidly, and I can't afford to slow it down as the population is consuming food about the same rate.) A few fungal trees are being left standing as decoration and proof of our breaching. So far a giant mole that was killed years ago and some pond grabbers are all we've found down there. And a proper hospital, after several long years of using the wrestlers' barracks as a makeshift hospital, is being set up next to the Axelord barracks.

A child grew up and was inducted into the Town Watch, as we have flails aplenty for them. A few other kids are also close to adulthood, and will likely be assigned to the watch as well. A few more farms are in place to provide greater variety in plant foods, though they need to be irrigated first. And a segment of road is done.

Eric Blank

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Re: What's going on in your fort?
« Reply #23223 on: May 29, 2012, 01:47:29 am »

Migrants arrived. A big enough group that I opened up. Unfortunately, it turned into a month-long tactical retreat back into the fortress while civilians repeatedly attempted to escape, with multiple deaths including the militia commander (who charged out the tunnel as I was preparing to seal it up and tried to take on a single, unarmed zombie. Just one. Can't even do that right. Deserved to die.) and ranger captain (who was murdered by a tantrumming recruit), and the soldiers have nearly dehydrated to death.
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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.

Agent_Irons

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Re: What's going on in your fort?
« Reply #23224 on: May 29, 2012, 02:11:56 am »

Considering building a moat to keep the zombies away from the healthier parts of the forest. Casualties for this fort are pretty extensive, average dwarf halflife is about four months. Finally got beds for everyone made. Working on enough coffins. Neglected to bring a helmet with me, so the copper gear and silver warhammer set has gone through several wielders, all lost to head wounds. Sad. Breached the caverns, cages are being made just fast enough to tuck away the trolls and suchlike.

Long term plans include a little tower with an ogre in it, fortified in, for target practice.
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Eric Blank

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Re: What's going on in your fort?
« Reply #23225 on: May 29, 2012, 04:26:31 am »

I accidentally set some dwarves on fire when I set up a garbage chute and mini minecart route to automatically dump anything that could possibly become zombified. Luckily, their corpses were completely burned up so I don't need to worry about them becoming zombies or setting other dwarves on fire when they go down the chute.

Also, an undead sergalic merchant's guard beat a berserk migrant to death. With a pair of pants. Those migrants have been hanging out up there for months because I couldn't afford to let them in, and there's still a few left alive.

Once the militia is prepared enough I intend to take back the surface, dump the corpses down the chute, and finish the trap hall that's halfway outside my fortress (and devoid of any form of trap besides zombies!) The plan is to somehow capture some wandering undead beastie without killing it so the game will think the wildlife que is full and not spawn any more, which will be a major boost to the general safety of the fortress and migrants. Still debating how I'm going to accomplish this, but I think it will involve drawbridges and pressure plates.
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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.

caddybear

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Re: What's going on in your fort?
« Reply #23226 on: May 29, 2012, 05:38:38 am »

From the journal of Ahiai Auplisrhoyagont, expedition leader of The Violet Prophecy:

It is year 552, and we've arrived at the location of the new outpost. We've named it Veronsteraiez; Blackward in human tongue. Even though we've lost all our military escort and most of the other settlers to these untamed wilds, there was some relief in finally making it all the way here. We all knew the risks, and we are ready to call this place our home.

Even now I can see precious veins on the cliffs around the volcano. We seem to have found the heaven, as I can see marble that will one day turn into glorious towers that our kind is known for, and I see we will have no lack of iron, copper or silver. Our ranger swears that he saw some gold veins.

Beneath my tail there is sand, and while digging the entrance to the temporary shelter that will house migrants later, we've also found fire clay. Apart from the giant predators hiding among the trees and a sense that our ancient enemies the raptormen have followed us here, this site will be the pinnacle of our nation, The Curse of Daggers.
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And then did ARMOK say, the east is the holiest of directions, and thou shouldst not stand there lest thou be strucketh down by my holiest of beards. And then did the dorfs did say, we shall build from the west, for more do we fear the beard of ARMOK than the strike of the elephant.

MaxZero

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Re: What's going on in your fort?
« Reply #23227 on: May 29, 2012, 08:37:10 am »


Spoiler: Caught a vampire (click to show/hide)
« Last Edit: May 29, 2012, 08:39:21 am by MaxZero »
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Reudh

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Re: What's going on in your fort?
« Reply #23228 on: May 29, 2012, 08:39:57 am »

Dfhack cleaned the map again.

Also removed ownership on all clothing.

FPS has never been higher except when it was. :P

Using tweak makeown I managed to make the resident magmacrabs fight each other, they're still going at it now, a month later.

crazysheep

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Re: What's going on in your fort?
« Reply #23229 on: May 29, 2012, 08:53:50 am »


Spoiler: Caught a vampire (click to show/hide)
You'll have to catch the vampire yourself. The residents will report crimes and witnesses will step forward, but you're the judge, jury and executioner.
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"Don't be in such a hurry to grow up, for there's nothing a kid can't do."

tryrar

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Re: What's going on in your fort?
« Reply #23230 on: May 29, 2012, 08:56:39 am »

just got to second spring, the elves have just departed. It was a mixed bag, they brought a giant jumping spider(I was all YAY until I looked on the wiki and saw it was more a BOOO), but on the upside they brought sunberries! Time to brew those suckers and plant them!
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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.

WriterX

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Re: What's going on in your fort?
« Reply #23231 on: May 29, 2012, 09:40:37 am »

Constructing a small "Complex" for my incoming Noble. So far, a Golden Throne Room (already at "Royal" level), gigantic Dining Room (almost at Royal), Bedroom (also, almost at Royal) and Treasury (for the lulz).

If the King/Queen dies soon after arriving, my desk will not survive my "face-plant".
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WriterX

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Re: What's going on in your fort?
« Reply #23232 on: May 29, 2012, 11:55:31 am »

The King has finally arrived... decided to make a join "Noble and Legendary" Dwarf Squad... Sort of like a bunch of Knights, with the best equipment Dwarven forges can make.
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Felix False

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Re: What's going on in your fort?
« Reply #23233 on: May 29, 2012, 02:59:11 pm »

Need to build a wall around my trade depot, which is currently outside the protection of my tower entrance. A goblin ambush killed most of the elves that were trading there. Fine by me, I hate those buggers. After finishing their slaughtering those beardless hippies, the goblins came through the entrance of my tower and were subsequently captured by my cage traps.

With the threat dealt with, I sent my haulers to the surface so that they may loot the corpses of the fallen tree huggers when a second ambush arrived, slaughtering a great many of my civilian dwarves before my military could come topside and deal with the threat. The commander of my militia lost both her husband and child in the fight. To cheer her up, I stripped my captured goblins of their gear and let her take joy in their slaughter.
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Splint

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Re: What's going on in your fort?
« Reply #23234 on: May 29, 2012, 03:25:07 pm »

Welp, to kill time, and through sheer dumb luck of a hastily built cave in trap hitting on time caging an FB, I've decided to try my hand at Opossum taming. Not spectacular, but nothing else has come out of the caverns and a male opssum is all we've captured topside.
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