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Author Topic: What's going on in your fort?  (Read 6197699 times)

firsal

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Re: What's going on in your fort?
« Reply #29115 on: May 11, 2013, 06:27:21 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

Good luck.

As for me, my fort is at the start of its second year and has a population of 63 dwarves. Nothing bad has happened yet, only a few thieves and snatchers. I'm currently trying to get my swordsdwarves to spar, which is proving difficult. I've stuck ores of iron and I have flux, so steel weapons and armor are in order. Things are relatively good, unlike the first year.

The first year was marked by the lack of food and booze due to my ineptness, check my sig, in using a bucket brigade on my farm, since the spot I've decided for my fort has no soil. Hunger quickly set in, as I desperately made some rock crafts for when the elven caravan comes. It comes, but not before some dwarves are reduced to hunting vermin. I got lots of food, but no booze. Elves don't know how to party. So work began to be done really slowly. Fortunately, no one died except one farmer who went berserk after he went into a mood and didn't get what he needed. Rest in Peace, Urist McBerzerkDorf.

So now I've decided to smooth out the main halls. I've decided to go with a cross design of 3-tile wide halls with a stairwell into the mines in the middle. The the NW is the stockpiles, NE the workshops, SW the housing for the regular dwarves, and in the SE is everything else, along with future housing for nobles. The Z-level down is already the mines, so not a lot of space for expansion. The z-level up is where I'll be expanding next. The current design is horribly inefficient, so I'll be shuffling workshops and piles later on.

Also, first non-question post.  :)
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Raikaria

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Re: What's going on in your fort?
« Reply #29116 on: May 11, 2013, 10:22:27 am »

I reached the 3rd Cavern layer, which seems surprisingly begin. Also the area I breached is pretty much surrounded by water.

Despite having over 100 Urists, no Ambushes, Seiges, Megabeasts or FB's yet.

I then go to mine out some walls in Cavern 3, and cut some of the trees, and suddenly, from the very end of a woodcutter's vision...

CANDY.


I've never even found the Candy before. For that matter, I've not even got a metalworking system up yet before, or a proper military beyond a few Urists in purchased armor for a milita.

I'm leaving it alone for now. Don't know how to handle the Candy, and I don't want to unleash the Circus.
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Loud Whispers

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Re: What's going on in your fort?
« Reply #29117 on: May 11, 2013, 10:37:37 am »

Another siege of undead naked elves, totaling around 80. The Quarry defenses and the courtyard held long enough to rescue the guardpigs and around 20 Elf corpses have been successfully captured for great research.
As of now this particular incursion has lasted for long over a month now, I imagine my seasoned corpse hunter marksdwarves are used to this supernatural occurrence.
They sit atop their walls and their towers, crossbows in hand, calmly firing bolts into the approaching horde with casual ease.
Ah, Silentthunders. Have a crossbow, enjoy your stay: It's the center of calamity and it always gets better.

Greiger

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Re: What's going on in your fort?
« Reply #29118 on: May 11, 2013, 10:43:13 am »

New fortress.  Embarked on a volcano, so of course I did the responsible thing and released the magma across a quarter of the map by the first month.

A year in and so far I've only lost a miner and a hunter to getting too close to the flow.  Its amusing occasionally seeing little puffs of smoke randomly showing up to inform me that the lava has fed on yet another victim.
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Raikaria

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Re: What's going on in your fort?
« Reply #29119 on: May 11, 2013, 11:45:06 am »

Had a Siege show up, but took no losses, except some grazing animals and two Guard Wolves. Waited out the Seige with the fort on lockdown for about 9 months, with the only annoyance being our Anvil was locked outside.

Unfortunately, some random incident which made a spontaneous FIRE erupt when building a cistern for a well from the 3rd Cavern's lakes killed a Legendary Miner, a member of the starting 7 to boot. I still don't know what caused the fire. Two other Urists of no importance also burned to death.

A kid had a mood and made earrings, but his mood finally kicked me into making some metal [Gold]. Gold earrings. Cool.

The fort is now 4 years old!

Anyway, getting a metal industry and a hospital up and running.

Also hit my popcap I specified [100]. In fact, I'm at 113. No vampires it seems :D

Also I have a bodiless ghost [He got incinerated in the fire] that's already been slabbed ._.
« Last Edit: May 11, 2013, 12:01:26 pm by Raikaria »
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Loud Whispers

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Re: What's going on in your fort?
« Reply #29120 on: May 11, 2013, 12:19:30 pm »

A single zombie elf killed two of my brass bridges.

Two.

...

A MINOR SETBACK, ALBEIT AN ANGRY ONE.

Oaktree

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Re: What's going on in your fort?
« Reply #29121 on: May 11, 2013, 12:54:09 pm »

Year 4 underway in Watermined.

A tweak to the repeater has the bridge trap (nicknamed the "Ko-boulder") and also the Forest of Spikes working better*.  Only new victims of the former are a dwarven caravan guard and two pack animals who attempted to leave the fortress that way during testing.   :-[  The corpses of the horse and water buffalo have been left there to add to the items being tossed around.

Only other noticed intruder was a kobold sneaking in while the repeater was down.  He was spotted by a guard dog as he passed a door into a chamber in the soil area.  Which also happens to be where the main fortress guard elite melee unit trains...   8)   Sword, axe, and spear.

The roof sections of the first two levels of the Keep were completed.  These areas are now being set up as barracks for the militia to train in.  The third level and higher levels of the tower are building more slowly due to quartzite block shortages and making lead blocks for the third level roof.  Other outer defenses have recently been completed including three archery bunkers with underground access that provide coverage of the northern and eastern approaches.

Once the Keep is completed the next construction project will be bridging the river and working on the south part of the embark.  A north-south road will be added as well.

Miners have found a fresh vein of gold near the Magma Sea.  Small clusters of gold and platinum have also been found up in the mudstone where iron ore is being mined.

* - The repeater is not a compact design.   A 86-tile loop with a dozen or so pressure pads on it which trigger bridges and/or spike traps.  Initial "working" design had two impulse ramps pushing a cart around.  Cart would eventually reach a speed whereas it would run the loop too fast for the pads to reset.  After a while, some sort of oscillation behavior would kick in allowing some resets.  (My guess is cart "skipping" a pad space and thus allowing it to reset.)

The latest revision was shifting the impulse ramps to roughly opposite halves of the loop; and more importantly ramping up the cart at the end of the loop and smacking it into a wall to slow it and then let it run back down a ramp into the loop at the same point the cart is initially launched.  This appears to have the cart running a loop in approximately 180-190 ticks.  And the pads appear to be resetting properly each loop.

Still a few questions being raised by this:
1. I looked at the Wiki data on minecarts and the behavior I am seeing (time spent doing loop, acceleration/deceleration effects, etc.) don't seem to jive with the information there.  So that will warrant further investigation and observation.
2. Bridge triggered is supposed to take about 200 ticks to reset, and a spike trigger about 140 ticks.  Given the <200 tick loop right now I should see spikes operating normally and bridges perhaps having some issues.  But I don't think this is happening.  Therefore, perhaps a "feature" that a pad rigged to trigger both a bridge and a spike will reset both on the faster spike schedule?  This will get some further observation as well, and perhaps some explicit separate testing as well.
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Armorer McUrist cancels forge steel mailshirt, interrupted by minecart

Loud Whispers

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Re: What's going on in your fort?
« Reply #29122 on: May 11, 2013, 12:58:44 pm »

Spoiler (click to show/hide)
I don't even understand how it managed to get past all the marksdwarves, all the soldiers in their barracks, all the pigs and children roaming the hallways whilst also getting out in time before the bridges collapsed without being noticed.

Well played necros. Well played.

Raikaria

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Re: What's going on in your fort?
« Reply #29123 on: May 11, 2013, 02:28:01 pm »

We had an Univited Guest.

I sent my milita to scout to see if there was a path to our fort for it, since it seems perfectly happy chilling in a lake.

Then it charged at tem as they were heading home.

One died instantly. Another got webbed and caught in one of our own cages. The third made it past our own cages, and then procced to get weblocked.

Then, she broke free, and did this:



Before getting weblocked again.

The beast didn't kill her. She died of Thirst.

Also, I play in a modded version, and I had what amounts to a Hunting Giant Bat. However, I only had one... and it somehow reproduced just now 0_0
« Last Edit: May 11, 2013, 02:53:12 pm by Raikaria »
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Starweaver396

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Re: What's going on in your fort?
« Reply #29124 on: May 11, 2013, 03:46:52 pm »

Well my fort, Wheelgears, has been grinding along with 21 citizens for a year and a half. 8 of those were migrant children.  :'(

A few minutes ago, I finally got a migration wave... 54 strong. I have never seen such a large wave. And that almost makes up for the fact that I now have 33 children out of 75 citizens. :o
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...a limbless, headless, bloodless and mutilated dwarf torso that is nevertheless kept alive through benevolent faerie magicks. He is blind, helpless, and in excruciating pain, and yet does not die...
E: I should point out that this is all because of Starweaver giving me inspiration   Aren't you happy with yourself, Starweaver?

Bludulukus

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Re: What's going on in your fort?
« Reply #29125 on: May 11, 2013, 04:07:29 pm »

Fortressbowel survived the onslaught of the massive goblin horde, with the goblin master bleeding to death inside a willow cage. Military casualties were horrendous due to poor military strategy(running up a corridor while being shot by a dozen goblin crossbowmen). Also the newly minted baroness went berserk after the siege, killing 2 children before being put down by a sword wielding craftsdwarf.

My overpopulation has been lessened now sitting at a nice 197 down from 241, all is well in Fortressbowel.

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Eric Blank

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Re: What's going on in your fort?
« Reply #29126 on: May 11, 2013, 04:26:38 pm »

Also, I play in a modded version, and I had what amounts to a Hunting Giant Bat. However, I only had one... and it somehow reproduced just now 0_0

A wild male probably flew in and out unnoticed some months ago, impregnating her via spores. It can happen often enough if you're using native wildlife.
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Raikaria

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Re: What's going on in your fort?
« Reply #29127 on: May 11, 2013, 04:37:55 pm »

Well, the fort fell.

The FB decided to descend down a cavern, and sneak in through the 2nd layer, while my military was pretty much gone. It was mortally wounded already, but that didn't stop it when it slings webs everywhere. Then two ambushes showed up at the same time.
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proxn_punkd

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Re: What's going on in your fort?
« Reply #29128 on: May 11, 2013, 05:11:28 pm »

I think I may have given up on Necrobodice.

Clearcaverns is doing more or less well. Went from 12 dwarfs after the first two (incredibly small) migrations to over 40 with the next two. The first two clutches of baby chickens grew up, were released into the "henhouse" and subsequently culled, along with their progenitors, to two roosters and five hens. The cage traps acquired us three turkeys; the punier of the two males went to the larder, the larger male and the female went to the "henhouse". There's also a buzzard, but apparently I forgot to run NoExotics so it can't be tamed yet.

Finally tapped the first cavern because Clearcaverns was up to its ears in grazers and we needed indoor pastures. Once the indoor pastures are prepared, the goats and alpacas will be brought inside and the larger grazers will be allowed to mature before slaughtering.

Clearcaverns also doesn't have Necrobodice's problem with cats and dogs not breeding.
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pisskop

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Re: What's going on in your fort?
« Reply #29129 on: May 11, 2013, 07:22:51 pm »

Is there a bug with boiling magma text?  Cuz I corked an aquifer and my miner fell in with the cork.  He broke his leg and went unconcious.  when I looked it said he was caught in two clouds of it. . .
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