Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 1849 1850 [1851] 1852 1853 ... 3844

Author Topic: What's going on in your fort?  (Read 6188398 times)

GuesssWho

  • Bay Watcher
  • A scaly cat. Beware its acidic webs!
    • View Profile
Re: What's going on in your fort?
« Reply #27750 on: February 08, 2013, 09:13:21 pm »

The dwarves couldn't pick it up, it was on fire. And then a goblin or something stole it.
Logged
I have no clue what I am doing here.


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.

Eric Blank

  • Bay Watcher
  • *Remain calm*
    • View Profile
Re: What's going on in your fort?
« Reply #27751 on: February 09, 2013, 04:03:13 am »

And they made it off the map before bleeding to death?

Use it as kobold bait!

Speaking of kobold bait, one little bitch of a kobold thief snuck into my trap hallway while it was being cleaned and stabbed a baby in the heart. The mother watched in horror as the child bled out in her arms, while the militia failed to run down the skulking vermin. If I find her in adventure mode, I will stab her straight to hell!
Logged
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.

Naryar

  • Bay Watcher
  • [SPHERE:VERMIN][LIKES_FIGHTING]
    • View Profile
Re: What's going on in your fort?
« Reply #27752 on: February 09, 2013, 07:51:05 am »

My legendary +5 weaponsmith has gone in a mood. That's weird, I could have sworn he already did a mood.

Or that must be the thousands of iron bolts that drained my 500 iron bars.

He grabbed adamantine wafers. I'm crossing my digits...

... and it's a mace. a fucking damn mace. Just one second before it, my miners manage to flood the lower half of my fort with water.

« Last Edit: February 09, 2013, 07:54:32 am by Naryar »
Logged

Loud Whispers

  • Bay Watcher
  • They said we have to aim higher, so we dug deeper.
    • View Profile
    • I APPLAUD YOU SIRRAH
Re: What's going on in your fort?
« Reply #27753 on: February 09, 2013, 09:38:39 am »

Spoiler (click to show/hide)
Marksdwarves patrol the caverns while masons, miners and farmers clear the last Troglodyte VS Zombie Troglodyte battle. No idea why the kids keep following their parents around. Just thought all those marksdwarves together looked rather neat.

Spoiler (click to show/hide)
Troglodytes don't like staying dead :|
« Last Edit: February 09, 2013, 09:42:01 am by Loud Whispers »
Logged

Lich180

  • Bay Watcher
  • Avatar by PlutoniumApe, "Urist McGuyFieri"
    • View Profile
Re: What's going on in your fort?
« Reply #27754 on: February 09, 2013, 10:15:53 am »

Spoiler (click to show/hide)

Decided to consolidate my stockpiles into 8 quantum piles. Top left is cloth and leather, then wood, weapons and armor, bottom left is finished goods, gems, then furniture. 2 new ones are not shown, one for blocks, and the other for bars.

Spoiler (click to show/hide)

Good artifacts to weaponize. The weapon rack may be used for a noble room, but that crown can probably be used for bait. Not sure how yet, but I'm sure everyone here has ideas.
Logged

Itnetlolor

  • Bay Watcher
    • View Profile
    • Steam ID
Re: What's going on in your fort?
« Reply #27755 on: February 09, 2013, 01:02:01 pm »

Spoiler (click to show/hide)

Decided to consolidate my stockpiles into 8 quantum piles. Top left is cloth and leather, then wood, weapons and armor, bottom left is finished goods, gems, then furniture. 2 new ones are not shown, one for blocks, and the other for bars.

Spoiler (click to show/hide)

Good artifacts to weaponize. The weapon rack may be used for a noble room, but that crown can probably be used for bait. Not sure how yet, but I'm sure everyone here has ideas.
I've gotten around to doing that more often, especially around the import/export centers of my latest fortresses, and in some cases, building sites where plenty of material is concerned. These stockpiles are broken useful. Hell, even making tiered stockpiles for specifying materials for production is made easier with them, as long as you have special linking arranged, and a specific material assigned. No more technicolor production at the workshops.

Spoiler: EDIT COMPRESSION (click to show/hide)

EDIT EDIT EDIT EDIT EDIT:
Well, crap. After all those security measures I cut into the mountain, this stupid bug has effectively killed my fort before it even had a chance to develop. I'll have to cut my losses, and make another fort. I did everything I could to avoid the bug from happening again. I'll maybe upload a save, see if anyone else can figure this out.

DF 34.11, mayday graphics, region5 (Mostly LNP V15 stuff-based)
It happens within 2-5 minutes of loading up the save. Those f'ing keas.
« Last Edit: February 09, 2013, 03:17:45 pm by Itnetlolor »
Logged

Hetairos

  • Bay Watcher
    • View Profile
Re: What's going on in your fort?
« Reply #27756 on: February 09, 2013, 07:32:56 pm »

The caravan brought me a rope with an image of one of the artifacts from my fortress. I had no idea this could happen. Nice touch, though.

Eric Blank

  • Bay Watcher
  • *Remain calm*
    • View Profile
Re: What's going on in your fort?
« Reply #27757 on: February 09, 2013, 07:50:00 pm »

My fortress has been hit with hard times. After an incursion of kobold thieves into the courtyard, a goblin siege sowed up. Two squads, one crossbow and one sword. The crossbow squad's leader, a swordmaster, was caught in a cage trap, while the mace lord leading the sword platoon made it all the way into the courtyard completely unharmed by the traps where he engaged my militia and beat the living shit out of the lot of 'em. Most of my militia is in bad shape, and many are dead. The menace was finally turned away with a blow to the gut, making him nauseous, and causing him to flee back down the trap hallway, where he finally took multiple wounds, leaving him passed out on a jammed up trap. He later died. The crossbow squad is still hanging out in the trap hallway next to their leader, but a few of them burned to death, presumably because of their own stupid elemental mage.

Right now I'm having any trainable animals trained for war and stationed in the courtyard, where they will fight with the militia in case of a breach in the future. I will need to upgrade the trap hallway...

[edit]

I was having some trouble with dorfs not using their lovely legendary dining room and becoming unhappy for lack of ZOMG AWESOME DINING ROOM thought. Turns out it was because it was all registered as belonging to the bookkeeper, because I made one of the chairs his office. Problem wasn't entirely solved, though: one of the fools is running back and forth between +silver tables+, clutching madly at his precious plump helmet, yet refusing to sit down and eat it. Forbidding the plump helmet caused him to give up and throw the plump helmet down on the table in front of him and eat the damn thing.
« Last Edit: February 09, 2013, 10:06:55 pm by Eric Blank »
Logged
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.

ShadowLop

  • Bay Watcher
    • View Profile
Re: What's going on in your fort?
« Reply #27758 on: February 10, 2013, 06:18:10 am »

I tend to not care too much about caravans coming and going. They often spawn 3 seconds before an ambush party on the same spot, so when this happens, I usually let them get slaughtered.

Well, about 3-5 years after a certain merchant got killed coming or going, I stumbled upon his cache, tucked away in a corner. Imagine my surprise when within this cache, I found a cage, containing a stray goblin kobold leatherworker...I must investigate this further.
« Last Edit: February 10, 2013, 07:38:23 am by ShadowLop »
Logged
Hmm...a trade? Intriguing...No, wait, boring! PULL OFF HIS KNEECAPS!

Lich180

  • Bay Watcher
  • Avatar by PlutoniumApe, "Urist McGuyFieri"
    • View Profile
Re: What's going on in your fort?
« Reply #27759 on: February 10, 2013, 11:37:33 am »

Some dumbass marksdwarf-to-be fell off the scaffolding for the waterwheels being installed into the river and drowned. Luckily I found him before anyone else, and memorialized him, only for him to be discovered moments later by someone constructing the walls surrounding the waterwheels.

Half the fort has gone from content or ecstatic to fine or lower.

And a mason has made this gem worth 58200 dwarfbucks:

Spoiler (click to show/hide)
Spoiler (click to show/hide)

Sigh. Need to remember to block access to my coal.
« Last Edit: February 10, 2013, 11:46:05 am by Lich180 »
Logged

Itnetlolor

  • Bay Watcher
    • View Profile
    • Steam ID
Re: What's going on in your fort?
« Reply #27760 on: February 10, 2013, 02:29:53 pm »

I finally found a way to save my fort from that gorramed bug. It's not entirely the keas' fault, but rather, that damned ≡minecart's≡. It's a freaking holy grail of sorts that can destroy the world if ever destroyed by any means (And I mean ANY means; Can't be stolen, burned, or lost in any other way. Not even deleted. But It's safe if buried under water; so it must remain intact for all eternity, lest my world ends). Even outright deletion via DFHack (Yes, I used Autodump's delete option to get rid of it, and it gave me the same exact bug. I can't destroy it by any means, even incinerating it in the magma pipe after the keas left with my wheelbarrow fleet instead).

What I must do instead is to build a shrine of sorts, or a vault in which it may never be touched, and keep it buried to never be found, along with any other artifact item that if anything happens to them, then my game's world will end. But in the meantime, I will keep it autodumped in a murky pool, where the keas and kobolds won't be able to reach it. I must build a dwarven jawbreaker vault. It's a hollow obisidan container 3x3x3 (center-most point is empty) in dimensions, buried under a layer of water and a layer of magma; next best thing is to bury it in Hell itself.

For what it's worth, at least I salvaged my fort, and can finally continue it without another crash for now.

EDIT:
Nevermind. I just found an alternative bypass method. Apparently it does somewhat have something to do with those damned keas. Apparently the main target of the lead kea is what is the accursed item. Because I destroyed the problem ≡minecart≡ before the flock appared, and my game is safe. I gotta do more research on these destructive birds.

EDIT EDIT:
Oh wait, Nevermind the above. That ≡minecart≡ is still the eye of the beholder for the keas. They just arrived, and the game crashed. I assume that was still their primary target. Well, Project: Black-Box is still a go. That minecart, along with any other world-ending non-artifact artifact is sealed forevermore.

I can imagine the Biblical texts and archeological/adventurers' thoughts about this: "An ominous black box etched with nothing but warnings all over it in every conceivable language is known to contain an artifact that will end the world if ever touched. (A true Pandora's Box/Pandorica)" "What be this dangerous item of fable sealed within?" "A minecart." "A Minecart, Urist?" "...Yeah. A minecart. I don't understand either. What's so evil about a minecart? And a wooden one, while at it, that it had to be sealed inside such an artifact?"


I'm not sure, but there has to be some sort of way to foresee these kinds of bizarre errors. Or a DFHack plugin that allows you to foresee what the next item on the hit-list is (be it child or valuable item).

EDIT EDIT EDIT:
Project: Black-Box is completed. It looks beautiful and ominous. Forgive my cheating to summon an obsidian monolith like that, but I did what was necessary to forever preserve the sacred game-crashing relics (I seal them by using the DFHack Autodump function to plop them inside the impassible obsidian monolith).


Oh yeah, and due to the interesting nature of the liquids plugin, I smoothed and engraved all blocks of the monolith; even the seemingly unreachably impossible. It's to further ensure it's ominous nature. On the plus side, crisis is finally averted, and I can now finally continue on with my fortress.

EDIT EDIT EDIT EDIT:
Once somebody comes up with a way to teleport creatures and dwarves, this can also serve as a Pandorica to seal dwarves that I really, REALLY don't want involved with my fortress's macro- and micro-managment.
« Last Edit: February 10, 2013, 08:48:53 pm by Itnetlolor »
Logged

Naryar

  • Bay Watcher
  • [SPHERE:VERMIN][LIKES_FIGHTING]
    • View Profile
Re: What's going on in your fort?
« Reply #27761 on: February 10, 2013, 04:07:39 pm »

I just got invaded by a zombie roc. Well, never thought that would be possible.

Let's see how my military curbstomps it.

Edit : Wait, the zombie roc is not only in perfect body condition, but not even charging towards my fort.  What the hell ?

Edit 2 : Well, it did kill two puppies. I sent my melee squad, and they take care of it with no problem even for a beefied-up roc. Now i'm butchering it, and it's still a corpse. Let's see if i can get zombie roc meat.

Edit 3 : Hah ! Take that, dwarven physics ! Who's up for some zombie roc roast ?




« Last Edit: February 10, 2013, 04:28:03 pm by Naryar »
Logged

Lich180

  • Bay Watcher
  • Avatar by PlutoniumApe, "Urist McGuyFieri"
    • View Profile
Re: What's going on in your fort?
« Reply #27762 on: February 10, 2013, 07:13:44 pm »

Waiting for the elves to come to test my new trade depot:

Spoiler (click to show/hide)

1 indicates the lowest level, where the magma is pumped upwards. This level also sits on a level of the magma pipe below that I did not expect to refill, but it apparently does, shown by the red 1's scattered around. 7/7 bubbles will pop up, and splash about, and almost incinerated a miner or five while they dug out the drain. The floodgates sit directly below the grates above, blocking the drain path until the correct lever is pulled.

2 is the depot, sealing bridges, and merchant access from the surface 1z above.

3 is the power train, leading to the river where a bank of waterwheels provide more than enough power for the pumps and power train. The set of ramps has since been covered over, since we realized it provided an easy escape route for visitors.

Sure hope the sealing bridges get linked up in time, or else I'll have to wait for more test subjects visitors in the summer.

EDIT: Travesty! While constructing the depot area, somehow the only still was taken down and never rebuilt! Anyone with working knowledge of the arts of fermentation or plants and mushrooms has been drafted to construct new stills and try to avert the crisis. 12 units of booze remain, for a 50-strong population!
 
Meanwhile, the elves arrive, bearing who-knows-what, and we begin preparations to test our little Fun zone.

With the throw of a lever and a massive grinding of gears and machinery, magma pours into the trade depot, surrounding the visitors in moments.

Spoiler (click to show/hide)

The area quickly (read: seconds) fills to 7/7, incinerating everything inside. Silly elves.

The drain is next to be tested.

It works like a charm, leaving the expected 1/7 tiles of magma to evaporate. The rest of the magma drains into the magma pipe from whence it came.
« Last Edit: February 10, 2013, 08:48:29 pm by Lich180 »
Logged

Mr Space Cat

  • Bay Watcher
  • inactive, changed accounts. sig for info
    • View Profile
Re: What's going on in your fort?
« Reply #27763 on: February 10, 2013, 09:10:54 pm »

Waiting for the elves to come to test my new trade depot
That's just dwarfy right there.
Logged
Made a new account that I use instead of this one. Don't message this one, I'm probably not gonna use it.

New account: Spehss _

PainRack

  • Bay Watcher
    • View Profile
Re: What's going on in your fort?
« Reply #27764 on: February 11, 2013, 12:55:08 am »

A dwarf died of OLD AGE in the spring.......

Oh wait, he entered as 157 years old and survived 3 years.


And searching through my prepared food pot, I found a stack of 47 Dwarven wine roast, The ingredients are minced turkey hen egg, minced yak's milk, minced yak's milk, minced yak's milk, minced yak's milk, minced yak's milk, minced dwarven wine and minced dwarven wine.

I quite sure its really just 4 ingredients and you know, some screwed up presentation but apparently, over christmas, my dwarves went insane making egg nog.
Logged
Pages: 1 ... 1849 1850 [1851] 1852 1853 ... 3844