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Pages: 1 ... 1970 1971 [1972] 1973 1974 ... 3844

Author Topic: What's going on in your fort?  (Read 6194855 times)

Lich180

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Re: What's going on in your fort?
« Reply #29565 on: June 12, 2013, 05:49:04 pm »

Hey, at least you have recognizable grass mixed in. its really odd to have nothing but glumprong, starting eyeballs and tentacles everywhere. Its... So purple!
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Larix

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Re: What's going on in your fort?
« Reply #29566 on: June 12, 2013, 06:52:13 pm »

The extra-long ramp has been made and used successfully. 58 individual carved track ramps from z+113 down to z+55, with a launch ramp. The minecart returned to its launch level somewhere between 140 and 150 tiles from launch and hit the opposite map edge about 40z above ground. The peak was at z+80, 24 above the launch ramp. Once the catcher track managed to catch and safely stop the empty cart, three test rides were performed by the dwarfmonaut squad, all of which went off without a hitch. No injuries, no combat messages; the ride has been certified for use by the general public.

I think this still wasn't the absolute maximum speed possible, but i won't be trying for more; building the catcher track was a horrible chore already, and i'm quite satisfied with a safe dwarf delivery over 73 tiles horizontally and 24 levels up. I intend to keep the route permanently active with 'ride immediately, always' as depart condition.
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ZzarkLinux

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Re: What's going on in your fort?
« Reply #29567 on: June 12, 2013, 07:36:10 pm »

Just booted up DF after a 10 day business trip, plus 4 day training seminar. It feels so ... sinful

The game greets me with with a screenshot of the surface. I count 7+ dwarf corpses. And a fresh migrant wave. Time to listen to Avenged Sevenfold's Welcome to the Family.
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Bludulukus

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Re: What's going on in your fort?
« Reply #29568 on: June 13, 2013, 12:14:08 am »

Finally cleaned the goblin pit of hundreds of items, I shall now build a couple of bridges and transform it into a goblin compactor for maximum efficiency. 3 forgotten beasts  roam the first cavern, unable to enter the fort.

1 craftsdwarf with one arm and one leg went on a crazed spree of murder using his willow crutch, all because he did not find green glass for his fey mood creation.
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jocke the beast

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Re: What's going on in your fort?
« Reply #29569 on: June 13, 2013, 06:45:35 am »

10 year old fortress, population 166 (80 children), 8 caged cave dragons and many goblin corpses...

The mega-protected-fortress has survived for another glorious year. We have a queen that just got her rooms in royal-class :)
Things are going quite good (my third fortress) and we have alot of food, booze,  weapons and other stuff.

Had a "minor" elf-issue though: Elf merchants arrived, unloaded their goods and then...goblin siege nr.5
3 survived merchants after my military came out to aid and then I tought "what the heck" and sent their souls to Armok to ;)

Will the elf be hostile to me now? Or does it take "more" then 3 merchants lives to get their "attention"?
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Me: Come, Join me on my adventures!
Crossbowman: *spits at me* Surely any place is better than this, lets be off!

dewboy

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Re: What's going on in your fort?
« Reply #29570 on: June 13, 2013, 08:35:52 am »

FirstFires: The Home of the Founding Dwarves

FirstFires runs swiftly into the future and our military prepares. Instead of Fighting with numbers we will use small teams of elite dwarves trained with the Secret Project to Allow Rapid Training Against Neutrality. Shortened to SPARTAN. Out of 63 canidates I've pick 4 with decent Military skills that may allow them to survive the training process. Candidate 14-Lucy Will lead this first class of Spartans.

Training is proceeding at a good pace. with our spartan fully trained, we will engage in hostilities with theDirty, rotten, wood head hippies Elves.

May FirstFires endure
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WEEEEEEEEEEEEEEEEEEE

ComputerWarrior

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Re: What's going on in your fort?
« Reply #29571 on: June 13, 2013, 08:43:36 am »

After spending a year perfecting a rather basic yet efficient fortress, an outpost liaison arrived! So I started planning out a defense system for the fortress, in order to pass the time until the meeting started. Two days passed and nothing happened. Frustrated a little, I decided to check on our guest... and found him standing near the sleeping expedition leader's bed.

A few hours later, the expedition leader wakes up and starts going somewhere. The diplomat follows him step-by-step, and soon they both are in the room where I "store" all of the animals. The leader grabbed a gander and went towards the pond I designated in the well-room and just dumped the frigging bird down the well.  :O

Then he went to drink... the outpost liaison is still following him. Dammit, I have to take steps to prevent him from leading the diplomat on and dumping poor animals.
« Last Edit: June 13, 2013, 08:46:20 am by ComputerWarrior »
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Aye, but when you play a fighter, only doors will know fear in your presence.

fricy

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Re: What's going on in your fort?
« Reply #29572 on: June 13, 2013, 08:48:54 am »

Yay. Not to mention i _also_ reinvented track switching via roller. At least i managed to design a reasonably compact design for a self-timing repeater, with guaranteed enough delay for waving a bridge (because the loop with the pressure plate is accessed through a retracting bridge activated by the selfsame plate).

How about this for roller based track switching?
Spoiler: Fast switch (click to show/hide)

MrSparky

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Re: What's going on in your fort?
« Reply #29573 on: June 13, 2013, 05:53:49 pm »

Embarked site has absurd weather. There are ponds that never freeze and other ponds that never thaw. In 3 years the goblins have sent 3 snatchers. The first was chased off, the second was killed, and the third managed to steal a baby. Currently working on stretching the steel, training the smiths, and digging out a 17 tile wide ditch to separate the fort from the map edge. Eventually the ditch will be filled with lava.
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VerdantSF

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Re: What's going on in your fort?
« Reply #29574 on: June 13, 2013, 08:59:19 pm »

Relicshield, pop. 125, Autumn of 293 (Year 42)

The duchy's marksdwarves have been training with a zeal never seen before, all thanks to new training techniques from the Mountainhome.

Spoiler (click to show/hide)

Meanwhile, Edem II and his tiny peers have all FINALLY hit puberty, growing rapidly in size and strength.  Once known as the Unluckiest Hammerdwarf, he's is now shattering limbs and crushing skulls like he always wanted.

Spoiler (click to show/hide)

matskuman5

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Re: What's going on in your fort?
« Reply #29575 on: June 13, 2013, 09:22:31 pm »

After finding a vampire in my fortress I tried to lock him in a room witch a giant kea would be pitted in. Things didn't go quite as expected.

First of all the giant kea flew up the hole and nearly murdered the tanner who pitted it. He's lucky to be alive.
Then it would'nt go down the pit to kill the vampire. So I set the vampire to kill the kea,
and I put military near there in case the giant kea gets out of the pitting room.

Then the vampire kills the giant kea with his bare hands. He didn't even get a single bruise.
Then I locked him outside during a siege and he killed 3 fully armed goblins before perishing

Do vampires get some sort of combat boost?
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Solon64

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Re: What's going on in your fort?
« Reply #29576 on: June 13, 2013, 09:41:20 pm »

After finding a vampire in my fortress I tried to lock him in a room witch a giant kea would be pitted in. Things didn't go quite as expected.

First of all the giant kea flew up the hole and nearly murdered the tanner who pitted it. He's lucky to be alive.
Then it would'nt go down the pit to kill the vampire. So I set the vampire to kill the kea,
and I put military near there in case the giant kea gets out of the pitting room.

Then the vampire kills the giant kea with his bare hands. He didn't even get a single bruise.
Then I locked him outside during a siege and he killed 3 fully armed goblins before perishing

Do vampires get some sort of combat boost?

Apart from all sorts of tasty tags like [NOBREATHE] and [NOEXHAUSTION] you mean? :D  No suffocation, they never tire, that right there is almost enough to want to vamp all your soldiers.

Then you remember they kill random civilians, and it's off to the magma pits with them, business as usual.
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PS: Seriously, you must have, like, super-getting-lost skills. You could go missing in a straight corridor and impale yourself on flat ground if I don't tell you where to go.

ZzarkLinux

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Re: What's going on in your fort?
« Reply #29577 on: June 13, 2013, 11:14:50 pm »

Don't ever operate pumps near cats.
The spinning rat Remains strikes The Stray Cat in the lower body, but the attack has no force!
The large roach Remains strikes The Stray Cat in the right rear leg, but the attack glances away!
The hamster Remains strikes The Stray Cat in the head, bruising the muscle, jamming the skull through the brain and tearing apart the brain!
The Stray Cat has been knocked unconscious!
The Stray Cat slams into the Stray Cat!
The Stray Cat slams into an obstacle!
The Stray Cat (Tame) has been found dead.
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11sparky11

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Re: What's going on in your fort?
« Reply #29578 on: June 14, 2013, 01:31:59 am »

Don't ever operate pumps near cats.
The spinning rat Remains strikes The Stray Cat in the lower body, but the attack has no force!
The large roach Remains strikes The Stray Cat in the right rear leg, but the attack glances away!
The hamster Remains strikes The Stray Cat in the head, bruising the muscle, jamming the skull through the brain and tearing apart the brain!
The Stray Cat has been knocked unconscious!
The Stray Cat slams into the Stray Cat!
The Stray Cat slams into an obstacle!
The Stray Cat (Tame) has been found dead.


lolwut
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HugoLuman: What got in?
MrSparky: The river.

ZzarkLinux

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Re: What's going on in your fort?
« Reply #29579 on: June 14, 2013, 01:57:55 am »

Had a cat pastured near a screw pump. She must have been swept into the nearby murky pool, along with her trophys.

I was making a test case for this bug.
I needed dwarf corpses to test, so I planned an elaborate scheme involving menacing spikes.

But fortune came my way, in the form of a Weremammoth. It also bit a migrant before departing.
Now the test case has no problem with the body count. Mission complete.
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