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Author Topic: What's going on in your fort?  (Read 6214677 times)

Miriage

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Re: What's going on in your fort?
« Reply #28470 on: March 27, 2013, 12:14:19 am »

  • Random Dwarf moods
  • Claims Craftsdwarf workshop
  • Grabs 3 pils of bone and one shale block
  • Creates Cugshilgoden * The Worthless Rope* Value:7440 Sort of worthless, but not a rope.

What is The Worthless Rope?
A mule bone pick...
What am I going to doing with a bone pick? It would break on the first swing.
Atleast it had 2 forgotten beasts and mountains on it.

Also I thought that they could only make items that could be made in that workshop?
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Don't listen to a word I say, I am completely insane.
Does that mean you shouldn't listen to my pervious sentence and infact listen to everything I say?

fractalman

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Re: What's going on in your fort?
« Reply #28471 on: March 27, 2013, 04:36:37 am »

No, they can make almost any item.  though if they take over the craftdwarf workshop, do not count on getting a piece of furniture.


still more observation of the undead.  "The Bed" must now be followed by a mark, eg, "the bed mark1", "the bed mark2"....
The Bed is designed to put undead dwarves to rest once and for all. 
"TEH DEB" Mark 5...shall be reserved for one that works even in a huanted biome.  more on that later. 
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This is a masterwork ledger.  It contains 3719356 pages on the topic of the precise number and location of stones in Spindlybrooks.  In the text, the dwarves are hauling.
"And here is where we get the undead unicorns. Stop looking at me that way, you should have seen the zombie deer running around last week!"

Xaioxaiofan

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Re: What's going on in your fort?
« Reply #28472 on: March 27, 2013, 05:23:13 am »

Decided to get out of my comfort zone and try a sinister type area... 30 seconds in and a thralling ash cloud decided to fly over my wagon... only my fisherman survived... The cloud must of noticed because it came back and made sure my fisherman was (un)dead.. most of my forts last a good 5 years before I get tired of them or the goblins get in. So to answer the question, death is going on in my fort.
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Mr Space Cat

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Re: What's going on in your fort?
« Reply #28473 on: March 27, 2013, 07:57:31 am »

I returned to Axehole for a while. The Forgotten Beast Utes the Deceiver of Poison has come! A great eyeless shrike, it has a swinging trunk and undulates rhythmically. It's pale blue feathers are downy. Beware its poisonous bite!

The melee squads were sent down to intercept the beast on its way from the caverns to the fort, and they're now fighting it out in the small single tile hallway connecting the cavern to the fortress. The Treebeards arrived first and bruised and scratched and bit it mercilessly. Dumed Craftedseize was the first dwarf armed with a killing weapon to arrive, and he's hacked apart the beasts legs and wings with his dual bronze war cleavers. Apparently this idiot didn't get the message about the uniforms, he continues to fight without a shield and doesn't use the adamantine cleavers that have been forged. The beast bled out shortly afterwards, now it will be butchered for stuff. Endok the Aquamarine Blush of Trees got the kill. Add it to his list, I guess.

More adamantine shall be mined out, and the rutherers shall be moved to their pasture so training can continue out of cages and the rutherers will be able to breed. Spiked silver balls have been ordered for forging while the peasants get to work building the rings of walls outside to buff the fort's defense against archers and help control the floods of enemies.

In other news, moar dorfs earned a title. Hail Kadol Ringabyss the Old Number of Depth, with nine assorted kills! Hail Urdim Exitcastle the Inky Snake, with fourteen assorted kills and a terrifying innuendo of a name!

EDIT: And Endok has named his training axe: Kedmikstal. "The Fed Ownership". I guess it hungers for blood to be spilled and skin to be bruised and only in battle can it be fed.
« Last Edit: March 27, 2013, 07:59:39 am by Mr Space Cat »
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Loud Whispers

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Re: What's going on in your fort?
« Reply #28474 on: March 27, 2013, 09:22:55 am »

the undeath syndrome apparently gives a 300-1000 boost to the default creature's strength, agility, and some other attributes from when it was still alive, plus removing bleeding, pain, etc...
Not agility. It makes them bigger and stronger, as well as actually slower.

The only thing you can possibly count on when fighting undead is their extreme weakness to non-severing attacks and their predictable attack patterns. Maces can down them in 2 hits or so, whips in 1 hit regardless of body part, and marksdwarves can do it in a few hits but have the advantage of distance. Undead dont have a "squad leader" in sieges like goblins so them will walk through mazes of cage traps to get to the kitten chained at the end and not get stuck in the middle.
Undead appear to have more complex behaviours. I've been trying to bait undead into walking into cage traps but not only have I not been able to get more than 3 at a time to follow - but some have even turned back to the place they were reanimated.
Blunt weapons don't seem to be any more effective as of yet than edged weapons. I've had undead downed with a single bolt, axe or hammer and haven't noticed much difference. I guess the difference is blunt weapons won't leave as many body parts to come back to life.

Knick

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Re: What's going on in your fort?
« Reply #28475 on: March 27, 2013, 09:32:30 am »

Welp, I started my first 2012 fortress.  Things are going smoothly, except I appear to have a vampire.  Based on a run-through of the thoughts, I believe it to be a Woodworker.  I am digging out quarters for said woodworker, where she will be confined.  Interestingly enough, she has a husband and children, and a huge number of cousins, as well as a full page of former memberships.  Also, quite a few skills.  I was thinking it might be worthwhile to attach the vampire's quarters to a series of noble quarters.  You know, for fun.  Will a vampire remain in a burrow if assigned to it?  I am considering making the quarters very lavish, and including a barracks for training.  I can unleash the vampire for fortress defence.  Will a vampire drain goblin blood?

In addition, my fisherdwarf gave birth while fishing.  The baby promptly drowned.
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Give a man a fire, and you keep him warm for a day.  Light a man on fire and you keep him warm for the rest of his life.
The great Dwarfen Philosopher Urist McConfused said it best:  "Light a kitten on fire and it will run screaming into the booze stockpile and catch the whole fort up.  I know, we tested it in twelve different forts and it always happened."

Sutremaine

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Re: What's going on in your fort?
« Reply #28476 on: March 27, 2013, 09:39:05 am »

Just got a 30-headed migrant wave... IN A FORT WITH 17 GODDAMN DWARVES!
How am I going to feed the bastards?
If you have plenty of seeds and it's the season for growing them, make a huge plot and enable Growing on all the migrants. Sure, you'll only get one plant from most of the tiles, but that one plant can be converted to 5 booze for cooking. If you have a water source, you can turn all your current stock of booze into prepared meals. Just make some more booze before sobriety starts to bite.
Alternatively, forbid a few seeds of each type, and turn the rest into prepared meals and well-planted crops.

If you have a safe area in which to gather plants, enable Plant Gathering on them all and send them out. Depending on how low your food stocks are, you may want to put a links-only stockpile over the gathering area before you designate it. Dwarves will then drop the plants where they're gathered and immediately move onto the next shrub instead of walking to the 'real' food stockpile and back again.
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I am trying to make chickens lay bees as eggs. So far it only produces a single "Tame Small Creature" when a hen lays bees.
Honestly at the time, I didn't see what could go wrong with crowding 80 military Dwarves into a small room with a necromancer for the purpose of making bacon.

intelligentmoron

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Re: What's going on in your fort?
« Reply #28477 on: March 27, 2013, 12:29:16 pm »

I've been playing dwarf fortress for a while now and, getting bored, I decided to increase the fun by starting on a glacier with nothing but peasants and meagre supplies.

Shortly after the establishment of Icehammer and immediately following the first migrant wave a large polar bear managed to find its way into the food supply, and a small militia of five dwarves was drafted to deal with the beast. The first dwarf on the scene was Kol, a grandmaster potash maker.

Charging the bear he delivered a swift punch to its jaw, knocking it unconcious and sending teeth flying all over the storeroom. He then proceeded to bite the bear, and using his mighty jaw muscles, he ripped the bears head off and sent it flying into a barrel of cave fish.

I don't know whether to give the psychopath a medal and a promotion to militia captain, or to lock him in his own personal psych ward for the safety of the rest of the fortress.
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I'll put something here.

Eventually...

MrSparky

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Re: What's going on in your fort?
« Reply #28478 on: March 27, 2013, 12:51:17 pm »

I don't know whether to give the psychopath a medal and a promotion to militia captain, or to lock him in his own personal psych ward for the safety of the rest of the fortress.
I don't think those are mutually exclusive. The difference between a personal psych ward and a personal training center is minimal at best.


I just had a merchant go berserk 1 tile away from the edge of my map. I have no clue why.
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Lich180

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Re: What's going on in your fort?
« Reply #28479 on: March 27, 2013, 04:07:37 pm »

Spoiler (click to show/hide)

That is my fort's new entrance. In front of that, is the lake. We dug into the cliff face, using the lake as a natural defense. Sadly, the lake freezes for 2 months of the year, so it is not as effective as planned, but the new shooting gallery should make up for it. 1 indicates the upper level, where ammo will be stockpiled and marksdwarves will be stationed when danger nears, 2 indicates the next level with more of the same. The lowest level with the depot is the melee grounds, and they can wait just around the corner for any enemies that should make it past the marksdwarves.

So far half the population is drafted and alternating training with civilian duties in a 3 month on, 1 month off schedule. All citizens will be issued bronze armor and a crossbow upon arrival, and told to follow the same schedule as the rest of the militia.

First time running a fort that is almost fully militarized, should be a bit more interesting than the last couple.
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Koremu

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Re: What's going on in your fort?
« Reply #28480 on: March 27, 2013, 06:11:32 pm »

Planeblades has just received a migrant wave where every new dorfs highest skill is in one weapon or another, and the highest non military skill is novice cheesemaker
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It's a dwarf.  Their natural habitat is "trapped on the wrong side of a wall".

Flinging children halfway across the map to land in magma is good, wholesome fun, but extramarital reproduction?  Why, that's just unseemly!

loose nut

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Re: What's going on in your fort?
« Reply #28481 on: March 27, 2013, 07:20:02 pm »

New fort; got a recruit hacked to death with his own battleaxe by a rampaging weresloth. The weresloth didn't take the axe – as far as I can tell, he grabbed the hapless recruit's arm and made him chop himself up, "stop hitting yourself!" style. Good times! You'd think weresloths would be less energetic but no.
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Spinning Welshman

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Re: What's going on in your fort?
« Reply #28482 on: March 27, 2013, 07:24:43 pm »

I don't know whether to give the psychopath a medal and a promotion to militia captain, or to lock him in his own personal psych ward for the safety of the rest of the fortress.
I don't think those are mutually exclusive. The difference between a personal psych ward and a personal training center is minimal at best.


I just had a merchant go berserk 1 tile away from the edge of my map. I have no clue why.

Sometimes merchants forget how to leave the map, and eventually go insane.
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I also just had a human diplomat enter from the surface, hold a meeting, then exit the map via hell.... I guess he thinks he's pretty hardass.

CapnUrist

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Re: What's going on in your fort?
« Reply #28483 on: March 27, 2013, 09:57:22 pm »

I recently abandoned a site (after a coyote titan demolished my fort while the military strolled past admiring butterflies) and started a new fortress in a sinister hillside. (Evil seems less intimidating when it's indicated by pink ash clouds.) Uneventful so far but shortly after the first migrant wave showed up, a fishworker went melancholy. Intrigued, I examined the dwarf, making sure to check others for signs of unhappiness. The depressed fishmonger was indeed one of the new migrants, and upon reading his recent experiences it showed that not only was he miserable, but had lost his family, been caught in miasma, and witnessed many deaths.

I have a survivor in my fortress that has cracked. I am both impressed and humbled. Perhaps I'll catch him in some interesting enclosure and leave him as a reminder of past mistakes. (such as waiting until the third summer to start moving my crap indoors).

EDIT: I found a second refugee, a metalcrafter with a similar list. Never noticed this before!
« Last Edit: March 27, 2013, 10:15:49 pm by CapnUrist »
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Eisenritter

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Re: What's going on in your fort?
« Reply #28484 on: March 27, 2013, 11:25:15 pm »

Currently attempting the "carve a mountain down to a castle" method.  Watched as my dorfs slowly died of thirst year after year.

Three years in, Astlumash is completely bare of dorfs, save for the vampire locked in a now-inaccessible oubliette out back.  :-[
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