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Author Topic: What's going on in your fort?  (Read 6197907 times)

malimbar04

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Re: What's going on in your fort?
« Reply #29100 on: May 10, 2013, 01:05:56 am »

-+I decided to train up my fresh teenage recruits on some goblins. I took away all weapons from the goblins, and gave the dwarves wooden swords plus normal armor. "kill" this goblin, I dare you! 9 on 1!

err... 8 on 1?
Spoiler (click to show/hide)

Apparently a silk bag is evil, and this otherwise naked goblin thief has been hacking at the dwarves mercilessly. They get off nearly as many strikes as he takes, but his are apparently more deadly.
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No! No! I will not massacre my children. Instead, I'll make them corpulent on crappy mass-produced quarry bush biscuits and questionably grown mushroom alcohol, and then send them into the military when they turn 12...

Sparky Lurkdragon

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Re: What's going on in your fort?
« Reply #29101 on: May 10, 2013, 02:09:52 am »

So, you know that bug where migrants with high Appraiser skill will be marked as merchants and stand around at the edge of the map and block the other migrants until something convinces them to move? I decided I would give this fellow reason to move by siccing a squad on him, then cancelling the kill order once he moved.

But then one of the swordsdwarves-in-training entered a martial trance right before I cancelled the kill order and didn't seem to get the memo. She cut her own baby's foot off, killing him, and a most curious thing happened: she seemed to go berserk without actually going beserk, by which I mean she rampaged about attacking her former fortmates, even gaining the epithet The Messianic Stranger, but the game wouldn't allow a direct kill command against her. The military would still attack her if they were near her, though. (Then again maybe my n00b is showing - can you order the military to directly put down a berserk dwarf, or do you need to use the move command like I finally had the archers do?)

Then, when her squad's month of active patrol ended, she reverted to a cheesemaker and tried to enter the fort normally, but she was still considered an enemy of the civilization and mostly just wandered around the outer wall scaring people.

By the end of it she had killed five of her fellows, including cutting one guy in half and ripping someone's throat out with her teeth, before at last having her head bashed in by the first dwarf in the fort to draw goblin blood.

I can't tell if her turning was a bug in and of itself or what, but it was certainly Fun and exciting.
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Eric Blank

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Re: What's going on in your fort?
« Reply #29102 on: May 10, 2013, 02:20:18 am »

It's a known issue, called a loyalty cascade whereby attacking another member of the civ not of your fortress makes a dwarf an enemy of the civ while still being a member of the fortress, resulting in anyone who attacks her becoming an enemy of the fortress but not of the civ, which causes other members of the fortress to attack them. If you're really, really lucky she had become an enemy of both the fortress and the civ without damaging anyone elses' loyalties, so she was an all-out traitor and her killer isn't an enemy now. But if you weren't lucky, this could go on until there's one dorf standing. Or at least one faction remaining.
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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.

Sparky Lurkdragon

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Re: What's going on in your fort?
« Reply #29103 on: May 10, 2013, 02:36:49 am »

HOORAY

According to a Legends export the woman who killed her is still a member in good standing, so I guess I dodged a bullet there.
 
Given her epithet I'm just going to say she suddenly snapped and sacrificed her baby to Armok, then drew yet more blood to appease him. It was like the fort didn't even know her anymore. Thus, the Messianic Stranger.
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joeclark77

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Re: What's going on in your fort?
« Reply #29104 on: May 10, 2013, 08:40:26 am »

So, you know that bug where migrants with high Appraiser skill will be marked as merchants and stand around at the edge of the map and block the other migrants until something convinces them to move? I decided I would give this fellow reason to move by siccing a squad on him, then cancelling the kill order once he moved.

Well that's one way to do it.  DFhack's "tweak fixmigrant" command also works in a pinch.
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Larix

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Re: What's going on in your fort?
« Reply #29105 on: May 10, 2013, 11:06:44 am »

Trying to get my head around minecarts, i built my first ever working repeater. Now if only i had an idea what to do with a reliable repeat signal - i can make a bridge extend/retract and fling boulders around, but there's little use for that in an accessless fort(*). The second loop was initially very short, so the plate would never reset - such a system could be used as a dead man's switch, to make something happen once the cart stops cycling. After a child wandered onto the track, i revamped both loops anyway. The child is still hobbling around on a crutch because of a broken ankle, but hasn't suffered lasting damage.

And i finished what caused that mishap - connecting the power train from the highest to the lowest level of the fort, all 140 levels of it. Now i have power both at the mill in the food preparation area and down by the magma sea. I have nothing that actually uses power down there, but if i ever want to pump magma or something, it can be done.

(*) Motto: Who needs migration? We make our own dwarfs.
Set population cap low enough that only the first-year migrants showed up, then went underground and walled ourselves in. We've passed 120 beards by now, and the children of the first settlers are starting to make babies, too.

Edit instead of double-post: and on the volcano fort, i learnt that pumped magma is pressurised. Fortunately, i could get someone to deconstruct the windmill before the flash flood reached my gates. And after some thought, i built a magma cannon. Including a reservoir one z-level higher than the 'barrel' as 'pressure booster' - yes, i know it doesn't work like this. The only thing i can aim it at is the trade depot, though, and i only get dwarven caravans. I guess i'll _maybe_ just pull the lever on a branched save, to see it in action. And i was offered a barony, which i didn't expect. I hadn't checked personalities to settle on a candidate, so my reasoning was that two lye makers in a fort that hadn't produced a single bucket of lye yet was preposterous. Thus, one of them became baron, and i disabled all his jobs apart from hauling and lye-related stuff, to make sure that once he dies, he'll be buried as a lye maker.
« Last Edit: May 10, 2013, 03:27:21 pm by Larix »
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PDF urist master

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Re: What's going on in your fort?
« Reply #29106 on: May 10, 2013, 04:22:50 pm »

had a siege and a forgotten beast attack at the same time. double the fun.

the beast was made of mud (not dangerous) but with poisonous vapors that make every body part go numb. i'm assuming necorsis follows after, though i might be wrong.

four dwarves perished from the twin attacks. 2 excellent hunters and 2 children. the hunters were outside when siege happened and couldn't escape. the children helped buy time for my marksdwarves to demolish the beast.

the goblin siege didn't last long. i placed weapon traps in front of all my entrances which killed many. the rest ran like cowards.

i have a lot of goblinite to collect.
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Devstorm

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Re: What's going on in your fort?
« Reply #29107 on: May 10, 2013, 05:51:13 pm »

Having a lot of problem keeping a fort alive past the beginning, thanks to FPS dropping drastically. I'm beginning to think I should drop back to an older version of Dwarf Fortress. I'll lose some of the improvements and features but at least I'd get to do more than simply start a fortress. I'm thinking 31.16 or thereabouts.
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Victor6

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Re: What's going on in your fort?
« Reply #29108 on: May 10, 2013, 06:35:13 pm »

Having a lot of problem keeping a fort alive past the beginning, thanks to FPS dropping drastically. I'm beginning to think I should drop back to an older version of Dwarf Fortress. I'll lose some of the improvements and features but at least I'd get to do more than simply start a fortress. I'm thinking 31.16 or thereabouts.
If you haven't already, try looking through the forums for suggestions on how to improve FPS. There's lots of things you can tweak or disable to improve it.

Distantmansions has survived it's first decade with a few points of interest.
- 26 masons died due to goblin ambushes whilst completing the outer structure of the fort. Their bodies have been entombed in the foundations of the outer wall. All future work should occur safely out of bowshot range 3+ z-levels above the ground.
- The local wildlife either has a deathwish or is working with the goblins. Every wild animal that spawns seems to path directly into the traps. The exception seems to be the peregrine falcons, who prefer to circle the fort mocking my reliance on cats.
- The central tower that houses the nobles and observation deck 15 z-levels above ground was completed 5 years after embark. A murder of giant crows moved in shortly afterwards and the noble ended up blind. He's probably going to fall out a window at somepoint.
- The Captain of the guard was killed by flying goblin limbs when he forgot his helmet during a siege. - Raising the corpse covered drawbridge to block the goblin archers whilst the melee dwarves dealt with the ogres seemed like a good idea at the time.
Minor stuff - 2 Nice artifacts; A silver mace and a steel shield. 2 mediocre ones; steel buckler and towercap shield. A vampire turned up during year 8 but was bricked up in his room before he could do any damage. 2 giant cave spiders spawned one after the other right at the end of year 9.

Next step is to work building a control center to house the vampire and luring in the king so I can subject him to trial by combat;- When he arrives I'll lock the gates and unleash all the captured elite goblins and semi-megabeasts.
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pisskop

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Re: What's going on in your fort?
« Reply #29109 on: May 10, 2013, 09:16:30 pm »

Oh, the irony.  Also I expected something  this simple to not be worth 18k.
Spoiler (click to show/hide)
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Lich180

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Re: What's going on in your fort?
« Reply #29110 on: May 10, 2013, 09:37:26 pm »

Well its about damn time someone in this fort went all moody. Luckily it was my one-and-only armorer/weaponsmith. He decided on being a legendary armorsmith, and has created a black bronze low boot (damn you item preferences!) worth 55080 dwarfbucks.

At least I got a legendary armorsmith.

Oh, and an ettin decided to show up. It promptly lost one head, and was trampled on by the entire milita in a massive dogpile. Now I have an ettin corpse to do something with.
« Last Edit: May 10, 2013, 10:08:42 pm by Lich180 »
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Bludulukus

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Re: What's going on in your fort?
« Reply #29111 on: May 10, 2013, 10:07:16 pm »

The gross overpopulation of my fort(241 dwarves with 100 of them being babies/children) is putting a dangerous strain on both my fps and my food supplies.

So far the goblin sieges/ambushes have decidedly failed to make even a slight dent on the number of living dwarves. Maybe I'll release that caged minotaur and see what happens.
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Lolfail0009

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Re: What's going on in your fort?
« Reply #29112 on: May 10, 2013, 10:14:21 pm »

Maybe I'll release that caged minotaur and see what happens.
Good idea.

Bludulukus

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Re: What's going on in your fort?
« Reply #29113 on: May 11, 2013, 12:17:50 am »

Xuspgas Slasztosbub, master of Smursong, The Fondled Scourge has descended on my fortress with 70 goblins mounted atop war jabberers. In addition  I also must deal with the recently released from captivity minotaur Thepa Belepilefide Rifivimara the Pulpy Tentacles.

Oh geez
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Loud Whispers

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Re: What's going on in your fort?
« Reply #29114 on: May 11, 2013, 03:45:05 am »

Xuspgas Slasztosbub, master of Smursong, The Fondled Scourge has descended on my fortress with 70 goblins mounted atop war jabberers. In addition  I also must deal with the recently released from captivity minotaur Thepa Belepilefide Rifivimara the Pulpy Tentacles.

Oh geez
And thus the overpopulation problem was solved.
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