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Author Topic: What's going on in your fort?  (Read 6194366 times)

KingBacon

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Re: What's going on in your fort?
« Reply #30315 on: July 23, 2013, 06:45:08 am »

It is the first year of Anvilchants and the population consists of 15 stout persons.
On the 11ths of Timber, year 316, we pierced the caverns and discovered  giant chasm. Three days later traders from The Narrow Theater arrived and we were busy acquiring cave fish and plump helmets to hold us over for the next few seasons.


On the 18th of Timber, year 316, Zom arrived! A huge hairy snail with thin wings of stretched skin. The cavern had breach had not yet been sealed and the civilians were ordered outside. Luckily Inod, Stukos and Asmel were veterans of Fieldmines's terrors and a mass of men and women were assembled. Many limbs were lost, but eventually Inod punched the beast to death. She, now covered in blood, is taking a break.
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BraveHero400

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Re: What's going on in your fort?
« Reply #30316 on: July 23, 2013, 06:12:40 pm »

There used to be a big scary cyclops in my fort


then he took a bolt in the knee...

(and then of course was swarmed and beaten by several dwarves.)

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"Heroes are people who rise to the occasion, then slip quietly away" ~ Tom Brokaw
It is kind of hard to believe that this all happened in a game.
Game? THIS. IS. DWARF FORTRESS!!! *kicks some annoying emissary down the well*

Diablous

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Re: What's going on in your fort?
« Reply #30317 on: July 23, 2013, 08:04:22 pm »

It's the winter of Wounddrink's fifth year. A few things have happened. A werehyena appeared, ripped a farmer apart and was brutally murdered. I've drafted some dwarves to fill the military back up to 32. A soldier has gone insane from his friends and family dieing and is holed up in some bedroom, babbling and starving himself.

The main thing is that the miners have dug deeper discovered the third cavern. There the dwarves found two things. First, a magma pipe leading to the magma sea. This is awesome news. My metalsmithing industry was always limited by a reliance on charcoal. A bustling steel industry is much closer to being a reality now. I just got to get the magma to a more convenient area first.

The second thing is that we've struck adamantine. So far two spires have been found poking out of the cavern floor. Yes, this is very good news. I just have to be very careful mining it out. Either way I'm going to be having lots of fun.

Very good news all in all. With the high turnover the military is experiencing I was getting kind of worried, especially since the goblins are getting more and more vicious. But these two discoveries could help get me the edge I need.
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Quote from: Solifuge
A catgirl, whom oft it would please
To dine on a pizza, with cheese,
Thought it was quite fine
To be partly feline,
Excepting the hairballs and fleas.

jcochran

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Re: What's going on in your fort?
« Reply #30318 on: July 24, 2013, 12:26:08 pm »

The first year after embark is coming to a close and with all the work involved in starting up a new fort, food and booze were overlooked. The crops got in late so a harvest wasn't expected in time before food (and more importaintly) booze were depleted. Orders were sent out for everyone to gather plants in the hope that enough to cook & brew would be gathered before supplies ran out.....

Then the butcher came dragging something into his shop. Initially this occurrence was overlooked by the powers that be. Then shortly after the gatherers spilled out on the surface scrounging every green thing that could be plucked, an inventory was performed again to see what could be brewed. What's this? 12450+ meat? Looking closer, it seems that the butcher dragged in a giant sperm whale. Orders were issued to the crafters ... "Pots! We need more pots! Barrels are entirely too small! Searches were made for for nooks and crannies to stuff the new bounty into. And the cook went to heroic efforts to convert all that raw meat into lavish meals. Thankfully, the cook was told that tallow roasts were not desired and stopped after a mere 3 dozen of them. So now the fledgling fortress has over 12 thousand lavish meals, and a bit over 1600 tallow that needs a bit of lye in order to become soap. The booze? Well, the gatherers' successfully managed to get enough brewables in order to prevent the horror of a booze-less fortress.

Whale - It's what's for dinner.... (and breakfast, and lunch, and snacks, and .....)

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frostilicus

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Re: What's going on in your fort?
« Reply #30319 on: July 24, 2013, 01:06:23 pm »

I wanted some fun, so I embarked in a terrifying area, but made one of my dwarves an axedwarf and dodger. He also became my miner and immediately dug into the mountain. I wasn't notified of the unholy dust cloud, I'm guessing it was already in the area, so he became my only dwarf, and oddly didn't care that everyone suddenly wandered off, zombified.
He grabbed a few supplies he needed, some lumber, his axe, a pick, and most of the various other items he and his recently undeceased friends brought along, and is now walled in his little cave so no evils will wander up and devour him. He farms, digs, and crafts everything for himself so far.
I'm thinking of letting this one be a one-dwarf fortress.
What do you think?
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KingBacon

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Re: What's going on in your fort?
« Reply #30320 on: July 24, 2013, 01:27:53 pm »

Is it a reanimating biome? If so leave the migrants to their fate.
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frostilicus

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Re: What's going on in your fort?
« Reply #30321 on: July 24, 2013, 03:04:25 pm »

I'm not sure. I haven't killed anything, and only zombified animals show up. There are a lot of those dust clouds that go by, though.
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enolate

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Re: What's going on in your fort?
« Reply #30322 on: July 24, 2013, 03:06:02 pm »

I'm not sure. I haven't killed anything, and only zombified animals show up. There are a lot of those dust clouds that go by, though.

Yes, it is, then.
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Astrid

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Re: What's going on in your fort?
« Reply #30323 on: July 24, 2013, 03:50:27 pm »

My hunter was busy taking down a sole polar bear. To make it easier for him and because i was bored i sent my sole militia captain
after the bear after it was wounded enough. Had about 5 pages of combatlogs of him punching the bear in the head with his abre hands until it finnaly was put out of its misery.

Poor thing.
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WanderingKid

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Re: What's going on in your fort?
« Reply #30324 on: July 24, 2013, 04:12:37 pm »

My hunter was busy taking down a sole polar bear. To make it easier for him and because i was bored i sent my sole militia captain
after the bear after it was wounded enough. Had about 5 pages of combatlogs of him punching the bear in the head with his abre hands until it finnaly was put out of its misery.

Poor thing.

Suddenly picturing the Polar Bear with Bart Simpson's voice.  "Ouch, quit it.  Ow, quit it.  Ow, quit it."

Liber celi

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Re: What's going on in your fort?
« Reply #30325 on: July 24, 2013, 04:35:15 pm »

abre
you really wanted to write bearhands, didn't you?
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Diablous

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Re: What's going on in your fort?
« Reply #30326 on: July 24, 2013, 08:22:51 pm »

Okay, it's spring of year six at Wounddrinks. Working on a magma piston to get some magma to a more convenient area for forging. Two forgotten beasts have arrived. One, a giant tarantula who's hiding in the water, I'll drop the cavern ceiling on it later. The second was a humanoid made of clear glass. My military destroyed it easily.

The main issue so far is this. When the dwarven caravan left, they left with my trade goods that I used to get sand, metals, fuels that kind of thing. These goods included figurines. You see, my duchess really likes figurines. So much that she mandated they are to not be exported. She did this after the caravan started packing up the trade goods I gave them. Yeah, thirteen dwarves are now in jail, and only a few dwarves can be bothered to feed them. I realized this, after my legendary armorsmith died of thirst in the jail. Welp, time to get some food into the jail. God damn nobles.
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Quote from: Solifuge
A catgirl, whom oft it would please
To dine on a pizza, with cheese,
Thought it was quite fine
To be partly feline,
Excepting the hairballs and fleas.

Knick

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Re: What's going on in your fort?
« Reply #30327 on: July 24, 2013, 10:43:03 pm »

So, almost all of my fortress is webbed by a forgotten beast.  It appeared, then disappeared, so I forgot about it.  Then it got into the great ramp-way, a long ramp that extends from the magma forges to the main areas of the fort.  I sent my military after it.  It killed off about six or seven of my less experienced soldiers.

At the time, it was hanging out in a narrow passage that leads to a secondary barracks and stockpile.  My dwarves attacked one at a time, in single file, with predictably results.  My more experienced soldiers showed up, and began peppering it with bolts, and hacking away with swords.  Meanwhile, other dwarves were going after the gear of the fallen.  Eventually, the forgotten beast was wounded, with its legs mangled, and its front feet all but destroyed.  So, all it can do is spam web attacks.

End result, my military is stuck in the webbing of a creature that is too wounded to move forward and kill it.  Meanwhile, I have more than one hundred and fifty dwarves all stuck in the forgotten beast webbing, after they tried to retrieve assorted socks and bodies.  they are getting thirsty, too.

A couple of children have just gotten past the beast.  They are now fighting it--apparently, scratching, kicking, and biting. 

Any suggestions?  It's a nice fort-I'd hate to lose it in such an ignominious manner.

ETA:  Looks like the beast is healing.  Oh joy.  Fortunately, the ability of the beast to move means the military is having another crack at it.  I still am worried that half my fortress will starve due to being webbed.
« Last Edit: July 24, 2013, 11:09:49 pm by Knick »
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Quote
Give a man a fire, and you keep him warm for a day.  Light a man on fire and you keep him warm for the rest of his life.
The great Dwarfen Philosopher Urist McConfused said it best:  "Light a kitten on fire and it will run screaming into the booze stockpile and catch the whole fort up.  I know, we tested it in twelve different forts and it always happened."

WanderingKid

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Re: What's going on in your fort?
« Reply #30328 on: July 25, 2013, 12:27:55 am »

AdmiredMansions, Year 6.

Attritions from the last siege finally have stopped, and migrants are coming despite the danger.  We sent our last liason mad when we locked him into the fort with us when the last siege hit.  Stocks are wonky, military is confused.  I've reorganized into a single melee and single marksdwarf unit for now.  I almost never have idlers... everyone's STILL hauling stuff.

The downstairs still is still feeding the upstairs stockpile.  At least I've cleaned up one problem and forced it to take from the local plant stockpile instead of hauling 130+ blocks upstairs to get a plant then going 130+ blocks back down to destill it.  Eeesh.

Meanwhile, I've popping fortification holes into the caverns.  Cavern 1 went easy enough, if a bit complex to path around a bit, and it's mostly a lake.  We'll be skipping that layer.  Cavern 2 is at LEAST 45 z-Levels high, from -2 through 43.  I'm a bit flabberghasted and that's just too much for my head to take in.  I may strip mine it, but that'll depend on a few other things I'm testing out. 

See, 3 years later we're still dragging down ore to the magma from the sedimentary layers, and that's with 4 stockpiles with 3 wheelbarrows each feeding a quantum.  There's a crapload of ore to go, too.  Enough that I've begun experimenting with minecarts again for serious load hauling.

The 'friction per tic' thing keeps throwing me off for things like track stops, where I just want to bleed off 10k from the speed but I need to compute the speed entering the square vs. time in square during the friction component.  Enough to make me smack my head off the walls a bit.  From a 'first glance' perspective, you'd think a cart pushed at a speed of 20k would get up a hill that has (for round numbers) 5k worth of friction.  But it's 5k/tic, and you're going at 1 block/5 tics, so at best you'd have 25k worth of friction, which turns the cart back and so on.  Queue Impulse Ramp exploration.

After that I'm also experimenting with 'shared ramping' so that I can use the same drop/rise path for multiple lines to the basement but have them split out for pickup/pushing once they're in location.  Multiple hauling stops on the route should, I think, organize the 'drag to correct stop' issue, but we'll see.  Get back to you on that if it even looks like it'll pan out.  The biggest problem I'm having is T-junctions right now for recombining the pathing.  Little bugger just skips off the tracks, even if it can handle a turn at the same speed.

In other notes, not much is happening. Due to only so much attention span, dogs are multiplying and leopards are not.  Finally got a pair of breeding lions.  Masterwork steel armor is slowly being produced, with the non-masterwork being remelted.  We're overloaded with iron and my pig iron all seems to have gone awol.  A damned tree grew over my dirt road in front of my bridge, so the latest human caravan wasn't able to bring their carts.  A few FBs are floating around in Caverns 2 and 3 and those remain unbreached so far.  My seeds/plants stocks are overwhelming me, I'm debating on adjusting the raws for those. 

WanderingKid

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Re: What's going on in your fort?
« Reply #30329 on: July 25, 2013, 03:27:31 am »

A terrible fate. 

Fath Hallkeepers the Strange Nut of Diamonds (for the name alone I watched him), who is happy in the hospital (and probably on his deathbed), joined AdmiredMansions in the first year.  A proud hunter, having taken down 22 game creatures and 7 notable kills, is currently fighting for his life.

All medical staff is burrowed to the medical burrow for the length of his stay.

In the siege of 135, he was the first to the walls, raining down crossbow bolts onto the goblin and troll menace outside the walls.  An elite crossbowman was able to tag him not once, but twice, through our fortifications once they caught up to the nearby enemies.  Our melee dwarves were standing by.  We opened the front gate and let the crossbowmen in, but Fath was unable to truly reach cover.  They stood in the depot lobbing round after round up at him at a blind angle, with our civilians unable to reach him.  With a number of the goblin menace trapped in the cage trap airlock, and it running out of room to hold more, our melee unit rallied out while the drawbridge slammed shut with over 8 goblins on the deck, who promptly fell into the dry moat in varying degrees of pain and agony.

The melee unit cut to pieces the remaining crossbow goblins and trolls, sustaining only light injuries even in their leather armor.  Fath courageously clambered down the stairway from the ramparts despite his wounds, until a local civilian finally got over their love and joy for new socks and dragged him to the hospital.

Fath now fights for his life with his stomach a pincusion, having pierced his stomach, pancreas, guts, and liver, cuts across his chest, a broken left upper leg (cut and dented), a broken right foot (cut) and ankle, a broken right arm (cut) and shoulder, fractures in his upper and lower left legs, right hand, left foot, and lower left leg.  He also has a fractured skull, but being a dwarf, that's the least of his worries.  (Side note: He's quick to heal and tough). 

Though Fath has survived many wounds in his past, we pray to Armok that this dwarf may continue to bleed the blood of the enemies in your service.  Hopefully the two dead marksdwarves will sate his appetite for today.  That and the large pool of blood slowly becoming our moat.
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