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Author Topic: What's going on in your fort?  (Read 6194426 times)

Mentalpatient87

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Re: What's going on in your fort?
« Reply #30090 on: July 10, 2013, 03:14:15 pm »

Spoiler (click to show/hide)

Our god is an awesome god.
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Whoever appeals to the law against his fellow dwarf is either a fool or a coward. Whoever can not take care of themself without that law is both. For a wounded dwarf shall say to his assailant, "If I live, I will kill you. If I die, you are forgiven." Such is the rule of honor.

VerdantSF

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Re: What's going on in your fort?
« Reply #30091 on: July 10, 2013, 04:27:26 pm »

How well do bone spears actually do in a fight?

Poorly against anything in metal armor.

Lalasa

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Re: What's going on in your fort?
« Reply #30092 on: July 10, 2013, 04:31:50 pm »

How well do bone spears actually do in a fight?

Poorly against anything in metal armor.

D:
Although I'm never actually threatened by stuff in metal armor, so it should probably be okay.
Thanks!
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DwarfItUp

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Re: What's going on in your fort?
« Reply #30093 on: July 10, 2013, 04:34:15 pm »

Well, currently I'm debating to make a pitfall trap for caravans of certain races and creeds that I despise. (elfs) Then I'm planning to either rally up cages in the pitfall, or make it a massive target range for my crossbowman to have a go at it and atleast gain some experience from the treehuggers. After that when the elfs are impending invading I'm just going to put fortifications along the walls and ditch's to act as a form of a bunker?  :-\ If anyone has any ideas for this please comment back. I don't want war with humans but do I need to worry about fortifications with elfs? or will they just be mowed down with bolts easily enough.
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Too many limbs

PDF urist master

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Re: What's going on in your fort?
« Reply #30094 on: July 10, 2013, 04:38:40 pm »

a humanoid made of flames just showed up. thankfully it did not come with other abilities, though fire is fun on its own.

according to the wiki, flaming forgotten beasts usually don't try to attack, preferring to stay in one spot. i'm getting prepared for when it decides to attack.

i've looked at its location, and it's not crossbow friendly. shame. a crossbow to its flaming skull would have ended it.
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PDF urist master

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Re: What's going on in your fort?
« Reply #30095 on: July 10, 2013, 04:54:29 pm »

oh boy this is good.

a vile force of darkness has arrived. and they've brought their general. how cute. so far i've seen no crossbowman squads or master ranged soldiers.

this is their fatal flaw. somehow they haven't learned from their last siege that sending huge waves of melee squads leads to a generous massacre.

clearly this general did not plan ahead his attacks. no matter. i can't wait to stick their general's corpse on a spike for all the other goblins to see.

« Last Edit: July 10, 2013, 05:06:22 pm by PDF urist master »
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Splint

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Re: What's going on in your fort?
« Reply #30096 on: July 10, 2013, 04:59:47 pm »

Fired up Mothramavuz to the middle of the siege and i had to "decommission" my warpstone turret. Obok will sadly need quite a bit of extensive surgery if the vapor hasn't rotted her lungs.

VerdantSF

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Re: What's going on in your fort?
« Reply #30097 on: July 10, 2013, 05:03:59 pm »

What do warpstone turrets do?  Did they cause the vapor that got into Obok's lungs?  I'm not very familiar with the Masterwork mod.

Splint

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Re: What's going on in your fort?
« Reply #30098 on: July 10, 2013, 05:06:12 pm »

What do warpstone turrets do?  Did they cause the vapor that got into Obok's lungs?  I'm not very familiar with the Masterwork mod.

Evidently they  cause excruciating pain and full skin rot. Obok basically needs to have all her skin removed.

WanderingKid

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Re: What's going on in your fort?
« Reply #30099 on: July 10, 2013, 05:15:39 pm »

AdmiredMansions stands still, with little to no issues, though things move slowly.  We've just gotten through our second winter and we're up to 118 dwarves... 55 of which are haulers, my generic "I have no use for you yet" custom profession that I use to fill in gaps.

We had another minotaur come up and camp our gates.  I dragged the last hunter indoors, as the rest were on break, and we sealed up the shop.  I prepped the hunters with a station order inside the gates and they took nearly a month to load up on their leather armors.  Once 6/7 were ready, we dropped the gate and the minotaur got caught midcharge by three bolts immediately, one in the guts, which stopped it cold.

A few dozen bolts hit (and a ton of misses) later the minotaur lied dead far outside the gates, killed trying to flee.

We've run low on rock again, so I've started massive quarry mining, as my miners have primarily been digging out HUGE veins of ore.  That'll be handy eventually.

My OCD levels of booze storage for the main dining room has been completed, along with quantum storage.  I have two more left to do, but in the end each drink will have their own pile so I can easily see if we're low on something particular.  To keep up with booze production, another brewer and still were commissioned.  Now we're out of rock pots.  ::)

The second aquifer punch is nearly complete.  I'm just waiting on my carpenter to get down there and remove the screw pump and we can finish the punch through, then I'll be driving a shaft down to the first cavern layers.  FPS is already starting to hurt but nothing severe.  The main waterfall for the dining area/food&booze storage is in place from an aquifer piercing and then drained out one level below.  A cistern was also created on that level and a well dropped in for local usage and 'just in case'.  I believe I'm going to eventually move the makeshift hospital to more permanent quarters utilizing a well that can drop into the same cistern.  Right now it's a long walk to give water/food to the injured, though we haven't had many.

Using floors from the walls, I've started dropping water across the inner fortress layers to be able to build contiguous farm plots on the exposed stone on the surface.  I've never tried it before but 7/8 individual water pits from a level above the surface flood a nice area to be able to drop in 3x3 farm plots.  55 haulers to keep the water constantly dropping don't hurt.

The apartment complex is nearly complete for the first construction.  I've used some subpar materials (non masterwork) to complete it, but the volume of ppl in the fortress demanded immediate resolution.  I'll go through and fix them up later, if I remember.  It's definately not enough rooms but it should alleviate a good amount of the pressure with 54 bedrooms.  They don't have cabinets/coffers yet but it's a start.  The primary problem is it seems my worst mason keeps going to pickup the orders to make doors/whatnot, and then swaps out to the next worst mason when he improves.  We've burned a LOT of stone in the atom smasher.

Also figured out why my legendary carpenter was out in the wilds... I'd accidentally turned off wood collection in orders so he was going out and getting the wood from the wilds himself.  D'oh.  No wonder the minotaur got to him so easily.  Aben, the replacement carpenter, is only Adept (level 9) so far.  Well, he'll get there.  I may have him make a bunch of wooden blocks and then construct/deconstruct a wall continuously or something to help beef him up.

My two engravers are up to levels 11 and 8, so they're continuing to smooth random areas of the fortress before they start doing engravings.  They both admire tradition so I look forward to nice things from them.

Final point of concern is a dorf locked up in a craftshop, waiting on shells.  I have 1, he wants 3.  Until we get a chance to buy some turtles, he's staying locked up in there.  Either he goes mad or I get lucky and get a backup legendary bonecrafter.

So, that's a lot of detail for saying "Nothing but building a fort here going on", and no, I don't know why you'd care.   ;D

VerdantSF

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Re: What's going on in your fort?
« Reply #30100 on: July 10, 2013, 05:16:26 pm »

D:
Although I'm never actually threatened by stuff in metal armor, so it should probably be okay.
Thanks!

Np.  Are you on an island?

Splint

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Re: What's going on in your fort?
« Reply #30101 on: July 10, 2013, 05:21:50 pm »

Oh god.... Obok's just a giant cloud of misama right now... Figures the dwarf i make champion gets hospitalized by crazy death gas because she was overeager to kill two passed out ferrics.

VerdantSF

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Re: What's going on in your fort?
« Reply #30102 on: July 10, 2013, 05:22:52 pm »

Final point of concern is a dorf locked up in a craftshop, waiting on shells.  I have 1, he wants 3.  Until we get a chance to buy some turtles, he's staying locked up in there.  Either he goes mad or I get lucky and get a backup legendary bonecrafter.

Unless this was recently changed, buying turtles won't help.  Caravans sell turtle meat, not whole turtles, so the shells have already been removed :(.  It's easy to find yourself in a biome with zero shell-bearing creatures.  Early on, I modded hooves and horns as acceptable substitutes for shells.

Oh god.... Obok's just a giant cloud of misama right now... Figures the dwarf i make champion gets hospitalized by crazy death gas because she was overeager to kill two passed out ferrics.

Sorry to hear about Obok!

Splint

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Re: What's going on in your fort?
« Reply #30103 on: July 10, 2013, 05:27:35 pm »

And now goblins. One shanked a kid and ran off without even grabbing anyone, a goblin shot a trapper in the ass and ran away, and now a group of flagellants is baying for blood and charging at the fortress.

Taking all bets, 8 goblins vs 2 dorfs.

VerdantSF

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Re: What's going on in your fort?
« Reply #30104 on: July 10, 2013, 05:30:49 pm »

Dwarves!  I never bet against the home team :D.
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