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Author Topic: What's going on in your fort?  (Read 6197676 times)

MrSparky

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Re: What's going on in your fort?
« Reply #29130 on: May 11, 2013, 08:17:17 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. . .
Yep. All cave-ins report boiling magma.
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Loud Whispers

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Re: What's going on in your fort?
« Reply #29131 on: May 12, 2013, 01:22:07 pm »

Spoiler (click to show/hide)
Come on guys. It's like you're not even trying.

Larix

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Re: What's going on in your fort?
« Reply #29132 on: May 12, 2013, 05:57:52 pm »

After switching invaders off, my dwarfs spent well over two years hauling one _sixth_ of all the shit dropped by demolished caravans to my trash compactor. At least the big *crunch* after pulling the lever reduced my 'imports' number by almost 50 000, but with such a tiny population, invaders aren't really a challenge: either you turtle or you die by attrition (when every ambush brings twice as many armed goblins as you have adults, getting an acceptable exchange rate of losses is illusory), and if you turtle, the junk will pile up in an utterly insane fashion. I was starting to run low on usable rope reed seeds, because so many were outside the gates, buried under caravan garbage. And i had three resident ghosts.

Turning invaders off and opening the gates solved the ghost problem and allowed me to make some headway towards cleaning up the surface, but i'm really not sure it'll be worth the years of toil.

Two odd observations: i allowed female dwarfs to have beards in the raws, but my fortress of 32 heads has only 31 beards: one dwarf woman is beardless. All other women and girls have all three 'facial hair' parts in their physical description. The only thing that sets her apart from them is the fact that she was the only dwarf (girl) who immigrated as a child - all other immigrants were adults. And all children born in the fortress, boys and girls, have beards.

Children _can_ 'dump item', but only in a very special case - after they finished drinking from a barrel marked for dumping. It seems that after finishing a drink, a dwarf always tries to set down the barrel in a proper place - a food stockpile accepting drinks, mostly, which helps a bit clearing out cluttered stills. But evidently, the 'proper' place for a dump-marked barrel is the garbage dump. And moving their drinking barrel to its proper destination after a drink is one of the few jobs dwarven children will do.
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Oaktree

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Re: What's going on in your fort?
« Reply #29133 on: May 12, 2013, 07:39:23 pm »

An unforeseen set of issues with the repeater trap in Watermined.   :o

I got visited by a "deity".  The first diplomat from the human civilization in the last three forts have all been a visit from the same bison demon.  He trudges in, says it's a nice place, and then trudges out.

This time around he came into the fortress by entering the river, swimming down it to bypass the outer defenses, and then came in through the open east gate.  No problem with that - though it indicates a weakness with the defenses regarding attackers capable of swimming and willing to path via the river.

On the outgoing leg he headed for my trap-lined Kill Box and the repeater trap.  So I locked the door to force an alternative route, and also not to disclose the locations of a bunch of traps to the humans.  He got to the locked door, and then re-pathed back out the east gate.  Well and good so far.  So I go watch other things.

And then I notice that he has walked around the perimeter of the Keep and is going to path out through the repeater trap.  So he trudges through it.  And gets dinged by a bunch of objects, including a spinal injury from a flying goblin skull.  He does make it out the far end and walks off the embark.  Good riddance.

However, being of such high weight, any bridge that triggered while he was standing on it was broken.  So the trap now has 2-3 broken bridges that will accumulate trap items and essentially make the whole thing inoperable.

So the shut-off lever is pulled.  And then it is discovered that the tweaked repeater loop has the cart running slow enough that it doesn't hop the open curve to stop the loop.  Oops. 

So now to work out a way to stop the cart and fix the trap.

Otherwise, things are going pretty well.  The Keep has been completed, ten militia squads are equipped and starting to train up, and the "elite" squad was issued steel armor.  And a miner discovered that there is a vein of "candy" in the embark as well.
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Sutremaine

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Re: What's going on in your fort?
« Reply #29134 on: May 12, 2013, 09:33:58 pm »

All I want is a meeting area on top of the magma flow.

Spoiler (click to show/hide)
And I will drain the whole fucking magma sea if that's what it will take.
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tahujdt

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Re: What's going on in your fort?
« Reply #29135 on: May 12, 2013, 10:53:53 pm »

All I want is a meeting area on top of the magma flow.

Spoiler (click to show/hide)
And I will drain the whole fucking magma sea if that's what it will take.
I read that while looking at your avatar.

Seems like just the sort of thing that RM would say.
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Splint

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Re: What's going on in your fort?
« Reply #29136 on: May 13, 2013, 03:42:28 am »

Dragonraptor attack. One crippled miner, one axedwarf  minus her left lower arm, one dead lumberjack.

Food for all.

To elaborate, a lumberjack was attack by a dragon raptor, which I guess is just a really big fucking velociraptor or something, so, knowing it was too late to save the woodcutter, I sent my only axedwarf, thinking she could pummel it into submission with her shale axe. It was only after she attacked that I checked and read the "size of two large horses" bit of its description.

She managed to escape at the cost of her arm, leaving quite the trail of blood before she finally staunched the bleeding and not only did she not sit and wait for rescue, when the raptors wandered away from their fresh kill, she grabbed her axe and joined the miners, who came to save her, in slaying not just the lumberjack killer, but two more as well. Sadly during the fight, one of the miners got motor nerve damage in his arm. But they won, which is what matters.

Now the group's metalworker has been called on as an impromptu butcher and tanner. I guess I can't set up a hospital until their wounds close on their own. Only halfway through the year and I have two cripples and a dead dorf and this is only a savage biome! I went from 9 to 8... Kinda. I'm not sure if two cripples count as whole dwarves or not.

Lolfail0009

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Re: What's going on in your fort?
« Reply #29137 on: May 13, 2013, 04:11:22 am »

If they can haul, they count as dwarves. If not, they count as fodder.

Splint

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Re: What's going on in your fort?
« Reply #29138 on: May 13, 2013, 04:22:33 am »

Oh they can do their regular jobs since they both have a working hand. Strangely left hand injuries are now oddly common. Two caravan guards lost grip of their weapons which were in their left hands due to injuries fighting grimelings.

EDIT: Well, now that Sodel's been buried, our main farmhand Ingtak is feeling much better. Once our unlucky lumberdorf was lain to rest, he shot up from damn near miserable to content. We also discovered several veins of gold, silver, and cobalt 14 z's down and a magmapool a little further over! Kinda wish we'd found this before the caravan came and left, but at least we don't need the massive pile of coal I brought for more than steel making.

Larix

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Re: What's going on in your fort?
« Reply #29139 on: May 13, 2013, 07:25:41 am »

The - save-scummed - shooting of the magmacannon was a rousing success. Fourteen traders and ten guards gone in a matter of seconds, all boring non-magma-safe items incinerated outright or turned into molten puddles. After reclaiming everything, the dwarfs started carrying 'a bismuth bronze' globs and suchlike to the food stockpile, but unfortunately, the game's too smart to allow cooking 'copper stew' - it just gets cleaned up. Two magmaproof burning items had to be forbidden, a bituminous coal block and a diamond; they'd probably remain burning and giving off smoke for several seasons.

We also managed to lock up the diplomat after his business was finished, and he turned berserk. Strangely enough, he didn't behave like a berserk unit, but once the doors were open, he just walked off the map, even stepping into a weapon trap without triggering it. I've seen similar behaviour from husked diplomats, i'll see if i can reproduce it, might be worth reporting.
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Oaktree

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Re: What's going on in your fort?
« Reply #29140 on: May 13, 2013, 09:06:32 am »

Repeater trap fixed and back on in Watermined.  Without casualties.

A mason was able to build a wall on the track without actually setting foot on the track.  On the cart was stopped it was pretty easy to get the bridges in the trap replaced and rewired to the pressure pads.  Used the time to also clean out some goblinite to be melted down while leaving plenty for the trap to throw around.

The mayor is demanding that coins be minted - perhaps a hint to build a coinstar and get the militia moving faster.   ;D

Fortress defenses being extended south of the river.  A footbridge was put in to allow a start on some additional archery bunkers.  Also the foundation for a bridge for the Trade Road to cross the river as well.  Speed is of the essence in some of this construction since it compromises the outer defenses until some additional walls are completed.
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Lexx

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Re: What's going on in your fort?
« Reply #29141 on: May 13, 2013, 09:29:45 am »

"Metalblazes" is founded. A frozen tundra embark bordering on mountains. Upon embark I find that a good portion of the mountain is magnetite clusters. IRON GEAR FOR EVERYONE! My commander smiths himself some armour, shield and axe. And just in time to send a wandering pack of enraged wolverine-men packing. Killing one of them with ease with his axe.

The base camp is nestled on a small plateau on the side of the mountain slope whilst miners work on excavating a proper settlement under the mountain. No local plants and my two yaks have been already slaughtered for extra meat and all plants brewed  to tide the camp over till a cavern is found to forage in. Meanwhile my militia commander and defacto expedition leader alternate between smithing more picks, weapons and armor, killing local wildlife getting too close to the camp and worshiping "Aned". A god of sun and dawn. and "Asmel Taxedsearch" God of trade, wealth and furnaces. Both generally seem represented as male dwarves.

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Magistrum

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Re: What's going on in your fort?
« Reply #29142 on: May 13, 2013, 12:21:11 pm »

We also managed to lock up the diplomat after his business was finished, and he turned berserk. Strangely enough, he didn't behave like a berserk unit, but once the doors were open, he just walked off the map, even stepping into a weapon trap without triggering it. I've seen similar behaviour from husked diplomats, i'll see if i can reproduce it, might be worth reporting.
Isn't that the same issue: when something gets invulnerable to traps it can't be vulnerable again. Or it's cause human units don't get hit by traps the diplomat have seen. The only problem is he not attacking your dwarves, removes great part of the fun...
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Bludulukus

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Re: What's going on in your fort?
« Reply #29143 on: May 13, 2013, 03:22:17 pm »

Fortressbowel breaches an underground cave, reptile men party crashed by military.
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pisskop

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Re: What's going on in your fort?
« Reply #29144 on: May 13, 2013, 04:01:12 pm »

So, Terrifying Ocean with savage jungle/savanna take 2 and a small/pummeled civ take 2.  This time in a new world with a civ with no access to iron.  Which is the back story: Get iron and secure a riverhead for its tactical advantage.

Anywho when I was tunneling under the river I found coal.  Its a good day when on the 1st of granite the first three tiles I dig out are sand, sand, and coal.
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