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Author Topic: What's going on in your fort?  (Read 6188328 times)

TripJack

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Re: What's going on in your fort?
« Reply #29730 on: June 23, 2013, 10:25:08 pm »

"Kubuk Rirnolzefon, Trader (Friendly)" showed up with spring's migrant wave.  I keep waiting for her to turn into a werecreature, but the full moon has come and gone with nary a sign of scale, claw, fur or feather.  Maybe an outcast accidentally immigrated?
that's a bug

dfhack has a command that can fix it
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VerdantSF

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Re: What's going on in your fort?
« Reply #29731 on: June 23, 2013, 10:40:22 pm »

Relicshield, pop. 123, Autumn of 302 (Year 51)

Recently, a few of the youngest dwarves began to throw tantrums.  One in particular had a fit over the lack of clothes due to a burrow mishap.  For once, Mayor Olon II did something other than demand more shields.  He sat down, let the the other dwarf cry it all out, and smoothed everything over.  Burrow borders and clothing stockpiles were reviewed, and everything was put back in order.

Spoiler (click to show/hide)

Soon after the clothing debacle was smoothed over, a second dragon was captured, and a male one at that!  Now with a potentially fertile pair, the dwarves of Relicshield have begun to study lore on the successful breeding of dragons!
« Last Edit: June 23, 2013, 11:07:51 pm by VerdantSF »
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skyte100

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Re: What's going on in your fort?
« Reply #29732 on: June 24, 2013, 12:33:41 am »

Im trying to convince my migrated in adventurer to be more social. Settle down. Make babies. Establish a lineage. For no real reason at all.
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Splint

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Re: What's going on in your fort?
« Reply #29733 on: June 24, 2013, 12:48:23 am »

Im trying to convince my migrated in adventurer to be more social. Settle down. Make babies. Establish a lineage. For no real reason at all.

For a perfect reason! His/Her badassery must be passed down! (after all, a migrant adventurer is rare since it implies you know, not dying as soon as they set foot outside a town.)

Got some migrants, a family I have decided are the Saveros.

Arnold is a former hydroponics worker, so he'll be able to put our potatoes in the ground.
His wife, Bell, is a crack shot with her old pre-war crossbow, having down a pair of wild bighorners and shooting a vulture right out of the air midflight.
With them are their two children, Felicia and Stanford. Only a few years old, but at least they're walking.

Since we've begun scavenging, we've found lots of old wiring on top of the usual scrap metal, and even some old computer parts, nails and screws, lots of gunpowder, and a cast iron crowbar. We still have two tech crates, a military crate, two geo and four medical crates to bust open for goodies.

On top of that, we have ample flux, tetrahedrite, and compressed scrap, as well as diamonds, which are a first for me.

I think Eastmark may yet have a chance to come back to life.

skyte100

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Re: What's going on in your fort?
« Reply #29734 on: June 24, 2013, 12:54:03 am »

Im trying to convince my migrated in adventurer to be more social. Settle down. Make babies. Establish a lineage. For no real reason at all.

For a perfect reason! His/Her badassery must be passed down! (after all, a migrant adventurer is rare since it implies you know, not dying as soon as they set foot outside a town.)

Got some migrants, a family I have decided are the Saveros.

Arnold is a former hydroponics worker, so he'll be able to put our potatoes in the ground.
His wife, Bell, is a crack shot with her old pre-war crossbow, having down a pair of wild bighorners and shooting a vulture right out of the air midflight.
With them are their two children, Felicia and Stanford. Only a few years old, but at least they're walking.

Since we've begun scavenging, we've found lots of old wiring on top of the usual scrap metal, and even some old computer parts, nails and screws, lots of gunpowder, and a cast iron crowbar. We still have two tech crates, a military crate, two geo and four medical crates to bust open for goodies.

On top of that, we have ample flux, tetrahedrite, and compressed scrap, as well as diamonds, which are a first for me.

I think Eastmark may yet have a chance to come back to life.
I actually planned it out to see if it could happen. After I ran out of places in a 300 hundred mile radius to get quests from I tracked down his mountain halls and settled him there. Made a fort from the same civ and a year later he came. Only wounds he ever got were bruises and a cut open chest from a kobold one night.
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Splint

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Re: What's going on in your fort?
« Reply #29735 on: June 24, 2013, 12:57:45 am »

Always fun to get adventurers in the migrant waves. Sometimes it means an instant badass for the militia with none of the handicaps of adventure mode!

Huh. Bell also dabbles in fishing it seems. Delivered that second bighorner and went to the river to try and scoop up some radfish.

fourpotatoes

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Re: What's going on in your fort?
« Reply #29736 on: June 24, 2013, 01:23:09 am »

Darn thieves!

One wounded a merchant, who passed out, lay on the ground for a while and then went stark raving mad before blundering straight into a cage trap. Now the caravan's refusing to trade, but I didn't need them for anything but trash removal.

After the first thief was butchered, another thief got a lucky shot on a glassmaker who was outside hauling the previous thief's fat, knocking her unconscious and then caving in her skull. The Beastmaster intercepted him but missed several times before getting a broken bone to show for her trouble. Fortunately, one of the snipers in the tower finally hit him, slowing him down so that a peasant (whom I'd marked as a potential armorer or soldier), one Buck Dinelocked, could catch up and start beating him with a crossbow. This delayed the thief until Bulb Lanternbride the Lean Volcano, one of the survivors of last season's Pyrrhic victory (in which a deathwing pony rampaged all over my army), could put a pick through his head.

My broker was hanging around the depot because I forgot to clear the "Trader requested at depot" flag, and she just one-shotted a third baby-snatcher.

I've got yet another caravan stuck on the terrain east of my entrance. I'm concerned I'll have some heavy trash removal to do when they leave.

Meanwhile, in the pocket-world fort I play a few minutes at a time during lunch, a hungry head popped up an unsecured floor hatch and started attacking workers only to be have a wing torn off by an off-duty soldier who happened to be passing.
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Splint

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Re: What's going on in your fort?
« Reply #29737 on: June 24, 2013, 01:33:11 am »

Horray! A super mutant attacked! My Security commander rushed forward to save Stanford and succeeded. Broke the mutant's knees after getting his left arm further mangled (already nerve damaged from the alligators, so joke was on the Frankenstein) and proceeded to bash the downed mutant's head in.

Given these Vault Dwellers spent enough time with freaking deathclaws to get familiar with domestication without control set-ups, I'm not surprised the fight went so well.

EDIT: While I won't be shocked if he later dies of infection, my Security Commander has proven he is a badass, and along with the robots, Alfonso the metalurgist/Bone carver and his cyberdog killed another mutant. Got gutted with a ripper and retaliated by breaking its knees and disabling it's bag hand, his dog bit its ripper hand, Alfonso broke its spine,  the bighorner rammed it into another hammer blow to the head and a protectron clocked him with a fatal claw-strike.

EDIT II: And now the cyberdog has killed a brahmin with three attacks. Guess food won't be an issue for a while.

Loud Whispers

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Re: What's going on in your fort?
« Reply #29738 on: June 24, 2013, 04:49:12 am »

A few more seasons later and so close to having 0 build designations for the first time since embark... Just 6 left to go...

[Designing intensifies]

[300+ build designations]

Damn it.

Splint

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Re: What's going on in your fort?
« Reply #29739 on: June 24, 2013, 06:24:46 am »

An Enclave scout was found poking around Eastmark in late September (also known as early autumn.) The Robobrain caught the poor bastard though.

Disabled his weapon arm when it kicked its treads into high gear and slammed into him and hit in in the body which caused it to latch on with its claw. Proceeded to use it's other to rip off his foot, boot and all, and continued shaking him around until he passed out and the robobrain proceeded to smash his skull to paste on the cliff face.

On the even further upside, Security Team Two's sergeant has a new Ripper.

Lolfail0009

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Re: What's going on in your fort?
« Reply #29740 on: June 24, 2013, 06:28:47 am »

late September (also known as early autumn.)

And this is where one of the greatest divides on Earth stems from...

Splint

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Re: What's going on in your fort?
« Reply #29741 on: June 24, 2013, 06:34:30 am »

By my own estimates September falls on early Autumn in DF, and March is early spring, so I've been rolling with that because I've been writing a spotty journal from one of the Dweller's perspective. Can't exactly use the dwarf calendar for that.

Lich180

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Re: What's going on in your fort?
« Reply #29742 on: June 24, 2013, 07:30:52 am »


Been building up reserves of green glass and stoneware blocks. Finally have a rough plan of what I want to do, but still unsure of exactly how to implement it.

A few kobolds have come and gone, mostly intercepted by the militia. One kobold was chased after by a dog, who had its lower spine broken for its trouble. A simple wall is being put up, to force anything to come through the depot area, where the militia trains.

Sheep, pigs and dogs are the main livestock present, letting them breed a few times before doing anything else with them. For now we subsist on above-ground crops, while our forges and smelters produce enough picks to get miners to work.

A werecivet(!) arrived, and was promptly beat to death and bisected. Too bad we couldn't capture it... but it, along with the corpses of the kobolds have been tossed into the volcano as offerings.
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squirmy152

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Re: What's going on in your fort?
« Reply #29743 on: June 24, 2013, 10:40:37 am »

Your majesty the Queen,
Deler Athamlikot

The Dwarves of WeedSmokes (Koshmotmezum) have managed to capture a breeding pair of Faedogs! (Masterwork mod) The pack is now up to a happy 6, 4 pups, and 2 war trained. They shall remain and breed more Faedogs before being placed into active duty. Meanwhile, we are constantly under siege from the 1st cavern level by ant men. Luckily, we have yet to attempt anything with the cavern, so they can sit in the dark and rot.

The Goblins, however, have been becoming more and more aggressive. Sending upwards of 6 ambush squads at once! Mostly crossbow Goblins. My militia has proved itself effective over the last few battles. Our casualty rate has dropped massively, allowing 4 soldiers to reach legendary status and a 3rd squad to be positioned deep within the Fortress under the guide of a particularly young and skilled Legionnaire dwarf.

The Frost Giants made their first appearance this season! We managed to put a few in cages, and brought down two with the militia. Those bastards are tough, up until this point the steel weapons and armor of WeedSmokes forges have been more than equal to the task... These Giants though... may require a reworking and reequipping of the entire armed force!

24th Granite, Year 209. Pop. 271 Strong and Stout.

Baroness,

Obok Atirim

Edit: There is a post script.

I've since checked our stocks and commissioned Orichalcum weapons be made for the most prolific of the Metropolis' defenders including the Militia Commander; Zotir Wraithlikecloistered the Fuchsia Angers, a Legendary Pikesdwarf who has survived many a battle, and Athel Smithedscares the Rare Meditation a sublime user of both Axe and Shield and a Sergeant of his own squad.
« Last Edit: June 24, 2013, 10:56:15 am by squirmy152 »
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VerdantSF

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Re: What's going on in your fort?
« Reply #29744 on: June 24, 2013, 11:09:59 am »

One of these days, I'm going to give MWDF a serious try.  So much cool stuff!  How do Faedogs compare to Grizzly bears in combat?
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