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Author Topic: What's going on in your fort?  (Read 6235751 times)

Lich180

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Re: What's going on in your fort?
« Reply #26535 on: November 21, 2012, 10:31:50 pm »

Spoiler (click to show/hide)

Maybe 100 out of 120 goblins and trolls walked right into the perpetual motion mine cart trap.

Lots of blood, body parts, and goblinite to clean up.
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birdy51

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Re: What's going on in your fort?
« Reply #26536 on: November 21, 2012, 10:59:13 pm »

Just started a new fortress. It's going fairly well so far... No major attacks, and this my first fortress where I allow my dwarves to go... Outside! Of course, they are surrounded by walls. Still, it's a start.

The fortress is embedded in the cliffside, giving me solid protection from an attack from the East. The west, the south, and the north are surrounded by plains, but those are also the places where my gates are. Beyond that, nothing horribly exciting just yet.

Also, for kicks and giggles, I also gave Kobolds the Baby-Snatcher-Tag, so that is one more threat to worry about. Scrolling through the legends, I saw that they ended up kidnapping a few elves and other assorted creatures. So perhaps if they muster an ambush I'll end up seeing them.
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BIRDS.

Also started a Let's Play, Yu-Gi-Oh! Duelists of the Roses

Chessrook44

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Re: What's going on in your fort?
« Reply #26537 on: November 21, 2012, 11:13:07 pm »

Good news: Managed to dig around the clowns and get the available cotton candy.  They're still infesting the sealed-off tunnels, but they can have it.
Bad news: Recruits are taking the candy axes instead of the skilled axedwarves.
Good news: Human caravan arrived!
Bad news: A snatcher and an ambush got through my outer wall and attacked!
Good news: With assistance from the caravan guards, the goblins were wiped out with no casualties besides a pet cat and a stray puppy!
Bad news: There were five or six wounded, and the medics keep using my candy thread because my clothiers used all my regular thread to make cloth.
Was a good fight though.
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fourpotatoes

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Re: What's going on in your fort?
« Reply #26538 on: November 22, 2012, 12:43:16 am »

In my !!engineering!! fortress, I keep meaning to turn off invaders and lower the population cap to reduce distractions but keep forgetting to do so. I only need a small cadre to construct test systems and keep basic food and supply production going, so I've been drafting all my migrants into the militia to keep them busy when there's no hauling to be done. Everyone who isn't a melee specialist, a Test Engineer (miner + mason + engraver + mechanic) or a wood logistics Deforestation Technician is packing a crossbow, although valuable workers are in reserve squads and the obvious vampire is locked away in a special training barracks.

Goblins keep coming to play, and all my dwarves are ready to have some fun with them. One unlucky pikegoblin had his weapon shot out of his hand with a -pine bolt-. It must have been heavy because he broke his leg with it:


Deep below the surface, I've somehow managed to avoid any injuries in the test chamber despite a careless accident that sent minecarts flying across the room when I forgot to pull the power disconnect before ordering work done. The dwarves have no union to demand lockout/tagout, so operations will proceed.

Had my first run in with some wierd thing called a Slippy, which is evidently a spider... pony.... Thing. Evidently my head merchant is not to be fucked with, as she one shotted it. It was subsequently processed into a masterwork diomedian leather vest. The world must've really gone to shit if this sort of thing flies with normal ponies.

If things haven't changed recently, slippies are nasty in confined spaces. I once made my entire melee militia out of them: They filled the entrance corridor with webs, murdered the caught invaders, then went off duty and collected their webs, clearing the tunnel and providing a steady silk supply. I tried operating my prisoner death chamber military training room that prisoners happened to escape into as a pony silk farm, but prisoners tended to die too quickly and I didn't do a good job of keeping non-slippies from coming in and trampling the webs.
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Carric

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Re: What's going on in your fort?
« Reply #26539 on: November 22, 2012, 09:11:48 am »

I've got things nicely laid out in my new fort, mostly just waiting for migrants to show up so that things begin to go quickly enough for me to be able to both keep my dwarves alive and start some industries. I have found a few different types of gems already, and I'm hoping that I can find a few decent metals once I start to dig down a little bit deeper.
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Fishybang

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Re: What's going on in your fort?
« Reply #26540 on: November 22, 2012, 11:21:28 am »

 :D Not only did I catch a female GCS tp go with my male, but my milita captian killed all 17 war elephants single handedly. Also just for clarifaction, he is a lengendary lasher named whipens.
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AutomataKittay

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Re: What's going on in your fort?
« Reply #26541 on: November 22, 2012, 11:56:55 am »

:D Not only did I catch a female GCS tp go with my male, but my milita captian killed all 17 war elephants single handedly. Also just for clarifaction, he is a lengendary lasher named whipens.

Hope you added the CHILD tag to them GCS if you're looking to breed them :D
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moki

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Re: What's going on in your fort?
« Reply #26542 on: November 22, 2012, 12:17:48 pm »

The fort's drowning in migrants, especially children. This is my very first game with pop cap 200 from the beginning and it's driving me nuts. Usually I set the cap to 80 and only raise it when the fort is well established. Now I'm at 167 dwarves (53 children) and they keep coming every year. It's great to have 50 masons ready to build any above-ground structure in a few days, but on the other hand, I hate having idlers and it's quite a challenge to keep everybody busy. Food and booze are also running low, because there are so few skilled farmers and the yak breeding is too slow to feed anybody. Luckily the merchants are always ecstatic to give me their food, because Urist McStonecrafter churns out microcline mugs 24/7.
I really can't imagine what the mountainhomes are doing with thousands of cyan colored mugs, but I'm not the one to ask questions.

The first layer of the outer wall and the foundations for the 4 towers at the corners are now finished. It's all made out of rock salt blocks and surrounds an area of about 100x100 tiles with only one entrance. I plan on making the wall 5 tiles wide and 3 layers high with 10z towers at the corners and a whole above-ground city inside, including a royal palace.
Living above ground may not seem very dwarfy, but building a city like this certainly is. There will definitely be some surprises that you'd not expect... like a water supply for every house and the newest version of my pressurized magma trap. Even with the current amount of dwarfpower it will take a few more years, but I think  flooding the outside world (and probably parts of the fortress) with magma at the pull of a lever is absolutely necessary. I'll go with the traditional way of a 50z pump stack and a big pressurized reservoir near the nobles' quarters - just in case so nobody important dies when something goes wrong.
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Splint

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Re: What's going on in your fort?
« Reply #26543 on: November 22, 2012, 12:21:19 pm »

Preparations are under way for the founding of Sewaturet in what I shall call my War Fortress mod. Fun guarenteed the first year! No seriously. It is. Modbolds send ambush forces before the second spring if you're close enough to them.

My humans will be embarking with Mountain Barbarians, warriors from another landmass that feel no fear or pain and are immune to the effects of undeath, slavers and warriors first, anytrhing else second to face them. With the modbold hordes waiting to descend upon them. With frogmen, dark stranglers, beakwolves and ferric elves ready to destroy them at a moment's notice.

Standing with them against these forces, most particularly the modbolds, are the dwarves, elves, and goblins (Though if I can get a gen where my humans are at war with the elves I'm so taking it,) for this is a war against many invaders, and only together will they stand.

Wish them luck, they'll need it.

Clover Magic

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Re: What's going on in your fort?
« Reply #26544 on: November 22, 2012, 12:26:04 pm »

My new world had a seaside volcano, but sadly the volcano itself was not close enough to the ocean to embark on it.  So I embarked one tile over in hopes of getting magma pipes and sand to build a grand underwater fort with glass.  The ocean is terrifying, woot woot.  We'll see how this new fort, Mazecactus, does!
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Raikaria

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Re: What's going on in your fort?
« Reply #26545 on: November 22, 2012, 12:54:39 pm »

Apparently my Large Genned world has no Flux. At all.

Weirder still is this is the 2nd in a row.

... Screw it I'm going no-steel it seems.
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Clover Magic

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Re: What's going on in your fort?
« Reply #26546 on: November 22, 2012, 12:57:39 pm »

Apparently my Large Genned world has no Flux. At all.

Weirder still is this is the 2nd in a row.

... Screw it I'm going no-steel it seems.

How is your mineral scarcity?  If it's something like "everywhere" or under 250 or so in Advanced, then the game can't detect flux even if you have several layers of marble on your site or such.  The best thing to do with low mineral scarcity worlds is to use DFHack's prospect all on the embark screen, it ought to tell you what stones should actually be there.

Edit for my own fort:  Shiiieeeet, I forgot to pause when I came to the browser!  TROGLODYTES EVERYWHERE
« Last Edit: November 22, 2012, 12:59:55 pm by Clover Magic »
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AustralianWinter

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Re: What's going on in your fort?
« Reply #26547 on: November 22, 2012, 12:57:40 pm »

Apparently my Large Genned world has no Flux. At all.

Weirder still is this is the 2nd in a row.

... Screw it I'm going no-steel it seems.

What frequency did you set the minerals for?
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AutomataKittay

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Re: What's going on in your fort?
« Reply #26548 on: November 22, 2012, 01:08:34 pm »

Apparently my Large Genned world has no Flux. At all.

Weirder still is this is the 2nd in a row.

... Screw it I'm going no-steel it seems.

DF's built-in finder is pretty bad at finding flux in high mineral density, I think all the other stuffs crowds the flux off the list, rather than there being real absence of flux. I suspect it don't 'see' flux layers either very well.

I'm pretty sure there're utilities that can find flux on the map, or even just flux layers.
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Splint

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Re: What's going on in your fort?
« Reply #26549 on: November 22, 2012, 01:32:04 pm »

Emeraldblaze has now been founded, on a site that allegedly has no aquifer, flux, clay a little sand and various metals. Due to time being a concern, we have dug a food storage point below where the future inn (a dining hall mixed with a dormitory, as you may have guessed) with stand. I say allegedly on the aquifer because last time I trusted that I hit water when I was digging a mineshaft in a tundra. These humans I have given the wonderfully cheap Chalbys, steel that is cheaper, just as costly to produce, and not as good as dwarven steel, to represent the cost and inefficency of producing steel in the game's general time period, at least for humanity. There's trees in abundance, we've brought some magnetite so we can make weapons in a hurry if we need to, and we'll be living off fischer berries and whip vines. We've running water, so I'll probably build a cistern undergound in the event of a siege once we have walls up, though I may just include part of the brook in the wall construction so we'll have a reliable mill.

With us we have a small dog pack, three dogs and one bitch strong, a tiny herd of pigs, and our draft critters consist of two horses, a breeding pair that promisses good yields of fat and meat. Our closest neighbors are the beak wolf packs and tribes of dark stranglers, with out nearest neighbors being the dwarves to the north of us.

The time has come for Emeraldblaze to show these invaders what mankind is capable of.
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