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Author Topic: What's going on in your fort?  (Read 6220556 times)

smjjames

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Re: What's going on in your fort?
« Reply #32940 on: February 05, 2014, 11:57:45 am »

Ok, after the previous three or four devastated fortresses, I have come up with a plan to make this one... work. Aiming for 10+ years.
1) Enable invaders to keep military a priority.
2) Disable Mega Spawn entirely, whilst keeping the regular ones intact. (Good old [IMMOBILE] and [CHANGE_BODY_SIZE_PERC:1])
3) Keep elves friendly.
4) Use predesigned entrance with fortifications for ballistae, ect.
5) Approach caverns cautiously, but control them ASAP. The Skythes are merely a bonus.
6) DON'T RELEASE THE FUCKING DEMONS.

Fortress Name: Oblivionguard (modded oblivion to be selectable for front compound)

Starting Seven (no fancy names this time):
  • Kel Helmednatures
  • Godem Coppersplatters
  • Rovod Lashtests
  • Tholtig Whipdunes
  • Ushat Worshipmachines
  • Itur Anvilfinder
  • Doren Beastwinds

You've got some pretty cool names in there though like beastwinds, and whipdunes. Anvilfinder sounds like an auspicious name among dwarves.

I've decided that there just wasn't much wildlife to begin with in the second cavern level, so I walled off the map edge and have been removing all constructed floors and walls other than the map edge and will wall it off at the main passageway to the second cavern level until I decide I want to use it for something later. The fort has now just about reached its half century mark.
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VerdantSF

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Re: What's going on in your fort?
« Reply #32941 on: February 05, 2014, 12:06:38 pm »

I'm not looking for advice on how to do this better as I'm enjoying the experimentation, but I could do with some advice on how best to use my very limited adamantine. Swords? Axes? Mail shirt and leggings or breastplates and helms? What's the best value for money? The military is currently mostly in iron, slowly being replaced with steel.

Weapons over armor.  Since iron is the toughest weapon material goblins can make, steel armor is more than enough.  Plus, for high level soldiers, armor material does less to protect them than their insane shield and dodge skills. 

MDFification

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Re: What's going on in your fort?
« Reply #32942 on: February 05, 2014, 12:10:07 pm »

I've got a bunch of ambushes. No big deal, right? Except this time I refuse to turtle, and as I'm on a map without access to iron (and because I'm an idiot and haven't set up a proper non-magma forge system by year 7) I'm starting to take casualties.
I can always draft more mooks, but I don't have a lot of leg armor, and that's one of the main problems. People keep getting hit in the legs.
Solution: I'm digging/buying platinum and gold, and forging a lot of very heavy crutches. Following this, I'm consolidating all my maimed dwarves into a single squad and setting them out on a long patrol route. This patrol will be repeated until they all reach masterful crutch walker. Then, the live training begins until they're all masterful users of miscellanious weapons.
The Cripplemob will then become my army's special forces. The most elite invalids, ready to crush goblin skulls with their crutches of insanely precious metal, will be held in reserve. Funnily enough, they'll be faster than you average soldier.

If everything goes according to plan, that is, which it won't.
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MrWillsauce

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Re: What's going on in your fort?
« Reply #32943 on: February 05, 2014, 01:10:43 pm »

:o Lielac got bored of Laborfords! TEH NOEZ! Now it's time for...

Outpost Watchrazor: 1st Granite 201; 7 beards, 0 dead

Seven dwarves have been sent from the civilization of The Last Whips to delve a new mountainhome in the midst of a lush woodland. The Coal of Vessels' task is to create a--

Ah, I piss on this writing it like I'm telling a story, I have too much of a headache to write that well.

Pop cap set to 0, child cap to 100:1000, going to dig myself into this lovely sand and the DFHack-reported clay and various stones and build myself a beardling-grown-only fort.

Tetrahedrite vastly outstrips all other ores but whatever, it's not like I'll need military-grade metal. (Knock on wood.)

Also, I specifically genned for lots of megabeasts so I can get my grubby little paws on some DRAGOOOOOOOOOOOOOONS

Nicknames are REPLACE_ALL and I'll be doing matrilineal descent of surnames. :D

Edit: I forgot to make sure caverns were at least 11 z's below the surface. ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff ah screwit I'll adapt.
May I be dwarfed? I want to help make babies.
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VerdantSF

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Re: What's going on in your fort?
« Reply #32944 on: February 05, 2014, 01:35:46 pm »

Except this time I refuse to turtle, and as I'm on a map without access to iron (and because I'm an idiot and haven't set up a proper non-magma forge system by year 7) I'm starting to take casualties.

I used to refuse to play on maps without iron, but I decided "what the hell, I'll try something new" for my current fort.  It took some getting used to, but it's been a lot of run. Just make sure you protect those caravans.  You'll really need those merchants before goblinite becomes a reliable source of iron.

Relicshield, pop. 187, Early Spring of 359 (Year 108)

The marksdwarves of the fortress lost the greatest among their ranks, Litast Twinkledurns.  One of the first steel-clad marksdwarves of Relicshield, he fought right alongside the elite melee soldiers of the Mountainhome, rather than behind the safety of fortifications.  Aside from the occasional headshot, most marksdwarves have been known more for their suppressive ability,with ranged kill counts generally between 10 and 30.  Litast slew 74 enemies of Relicshield before passing away peacefully in his sleep. Early in his career, he wielded the artifact chestnut bow Fameclefts, but took down most of his foes with the artifact chestnut crossbow, Mountaindeclined.

Spoiler (click to show/hide)

fortydayweekend

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Re: What's going on in your fort?
« Reply #32945 on: February 05, 2014, 02:45:13 pm »

I'm not looking for advice on how to do this better as I'm enjoying the experimentation, but I could do with some advice on how best to use my very limited adamantine. Swords? Axes? Mail shirt and leggings or breastplates and helms? What's the best value for money? The military is currently mostly in iron, slowly being replaced with steel.

Weapons over armor.  Since iron is the toughest weapon material goblins can make, steel armor is more than enough.  Plus, for high level soldiers, armor material does less to protect them than their insane shield and dodge skills.

Cool, thanks - so I should probably go swords/axes first, then armor for new recruits (with low defensive skills) that I put in danger (e.g. marksdwarves taking return fire, melee recruits training in the caverns). And maybe helms for everyone just to make them look cool.
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Mentalpatient87

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Re: What's going on in your fort?
« Reply #32946 on: February 05, 2014, 02:54:00 pm »

I can't quite recall the name of the Masterwork fortress I'm playing, but the year is 135. A lot has been accomplished. Much has been lost as well. And still there are many challenges to overcome.

The fortress itself is fairly well designed for my normal abilities. As an overseer I find myself making rooms and hallways as needed instead of following any layout. My patience for designating lots of things wears thin easily and I am never quite sure of what an ideal layout should look like. Adding to that the topography of my embarks often throws a wrench into my plans. This time, however, I believe I've made progress by organizing my workshops into relevant floors. Each worhouse floor is identical with its own stockpiles, food production, and bedrooms.

Among our infrastructural works is the well system. Three wells feed into the lakes of the first caverns in a compact formation, with bridges rigged to close them off in an emergency. On the surface is a grand bridge, spanning half the map to funnel invaders into a 22 zlevel drop midway across. Work would continue on roads to beautify the area if it weren't for the constant attacks. Our military enjoys a full suite of facilities including an arena, a luxurious barracks, and our new Shaft of Enlightenment. Because as an overseer I am also a dirty cheater.

Due to vigilance and a few well placed tunnels that can be sealed at a moments notice, deaths are uncommon. Our population sits around 200, with booze and food stocks never in short supply. Farms with various animals keep the larders full. Though moleweasel and beetle are often on the menu. I'm bad with farms, so I believe my booze stocks are keeping up from what I buy off the caravans. I need to work on that.

Although I said deaths are uncommon, they do happen. Mostly from combat. A recruit here or there would be picked off when they got overzealous or unlucky, but the recent rampage by a green glass humanoid with a penchant for kicking in skulls claimed my best soldiers and a few unlucky civilians. As we can't go a month without an ambush or a siege, the Shaft of Enlightenment was ordered as soon as I learned of it. My only problem with it seems to be getting my soldiers to actually stand on the hatch cover. Station orders make them get close, but they rarely stand on the tile I want. Burrow orders seem to have gone ignored. Still, two subjects were dropped and made into my new two best soldiers with no injuries.

As for my problems living in a bad neighborhood, I am under almost constant attack by orcs, goblins, automatons, and warlocks. I'm not sure if the elves, humans, or drow have lost enough caravans to be mad at me yet. Most recently the orcs have laid siege, led by a demon that didn't even bother to pick a name when it disguised itself as a deity. (Bug?) As such, he is listed as "  , Deity" and I must destroy him. Maybe the orcs will leave me alone if I do. I really need those enlightened soldiers. On top of the orcs the caverns are held hostage by a noxious secretion spewing crocodile.

We just need some peace for a while. There's so much dumping to do and the fortress design I was so proud of starting needs some restructuring. And I must had an old version of Masterwork. I've not gotten anyone who slings magic. In fact, I tried the region-pops command this thread was discussing a few pages back and it didn't work. Something is holding me back, and I kinda hope I don't have to start a new fort because of it.
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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.

PDF urist master

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Re: What's going on in your fort?
« Reply #32947 on: February 05, 2014, 02:57:44 pm »

three FBs in quick succession

the first one was a blob of mud with deadly spittle. it was destroyed in one kick by a lasher

the second was a turtle with deadly spittle. it was decapitated by an axe lord from behind (still not sure how that's possible)

the last was an insect with poisonous vapors. it was in a lake when I sent my marksdwarves against it. a few shots broke its legs, so I waiting patiently until one of the shot inevitably tore apart its brain.

This was a good season for combat.
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VerdantSF

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Re: What's going on in your fort?
« Reply #32948 on: February 05, 2014, 03:36:36 pm »

Always good when FBs bite the dust.  Well done!

PDF urist master

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Re: What's going on in your fort?
« Reply #32949 on: February 05, 2014, 03:53:42 pm »

Goblin Siege!!!

there were a lot of bowmen this round, but they can't shoot through my fortifications, so lots of them died. I wish there was a way to see the wounds of a goblin in a cage. a lot of injured Goblins managed to flee, some of them into cage traps. I have to differentiate between the injured ones and the uninjured ones since only the uninjured can fight against the HFS. I suppose the injured can act as meat shields.
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Splint

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Re: What's going on in your fort?
« Reply #32950 on: February 05, 2014, 04:19:46 pm »

Armoredstalkers Year 2, Spring to Autumn

Ushang Fragrancecabin, the resident watermancer was seen miserable and naked. When asked wh, it turned out that his clothes weren't very ice resistant and when he tried to  kill a kestrel with a blast of ice, he accidentally destroyed his own clothes. While a fresh set of shoes, pants, and shirt was made, he still pitched a fit and threw  his bed against the wall angrily shouting "GIMMIE SOME GODS DAMNED PANTS!" His wife proceeded to point out that there was a fresh outfit in the hastily built leatherworks.

When the elves arrived everyone was overjoyed. That meant booze! And after the elves' departure, came still more migrants, eager to lend a helping hand in exchange for a place to sleep and a bit of now mercifully more plentiful food. Among them is Ber Bincobalt and her Husband Onul. As it was decided that Justice needed to be dispensed swiftly and in as brutal a manner possible to discourage troublemakers and Ber had skill at using a mace, she would take on the job of Sherrif and eventually Captain of the Guard, using a mace to dispense justice when necessary.

A gnoll also managed to make off with an aluminum goblet! Such theft of the fortress's livelihood could not go unpunished, and armed or not the four members of The Copper Gears set out to deal with this.... infestation. A second goblet was almost swiped when Kugik took down the bastard. However, a gnoll attacked a ward out of sheer spite and snapped off the sigil. However the gnolls were hunted to the last and the dwarves ate well. Humans were sighted soon after and what little ready goods there were had been brought up. The dwarves were overjoyed for such an arrival, as the drink brought by the elves had nearly run dry (causing Zoden to once more say "I told you so" in regards to rationing being a good idea.) Sadly the humans had brought little brew, and still none would listen to Zoden's pleas that everyone cut back to half a mug a day.

Several bronze mail hoods and helms were produced as well for use by Col. Kugik's dwarves along with two mithril short swords, which made dealing with the gnolls earlier in summer much easier. Plus with a bar of steel bought from the humans, only one of the dwarves would be armed with lesser bronze. A crate of wool cloth was also purchased for a singular purpose: To give prisoners coarse blankets to sleep on in the recently built prison. With bars of heavy slag and strong but light aluminum chains, any criminals would be given harsh treatment with only a chain and a wool bundle to sleep on and as little hope as possible.

A dwarf named Linad also stumbled upon signs of kobold and orc encroachment in the form of a kobold thief and tell-tale signs of a blundering orc in the area: snapped branches, humanoid holes in the thick brush too broad for man or dwarf to have made, and bits of rusty iron and the odd orcish shilling. The migrants or caravans had likely been followed for either of these groups to have found them out here and this left many greatly worried. Enough in fact that many clamored for a wall and a moat, and the miners set out to provide the latter while the masons set to work cutting boulders for the former.

Rauthr

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Re: What's going on in your fort?
« Reply #32951 on: February 05, 2014, 04:51:03 pm »

Rediscovered an old fort of mine after a longish hiatus from DF.

Overabundance of food & drink, bedrooms for every dwarf, decent defences, weird as heck layout, steel-equipped ghost military (doesn't show in military screen), functioning hospital, well, water system that can be shut off remotely...

It's horrible.

Going to bring this fort around for some fun!
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smjjames

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Re: What's going on in your fort?
« Reply #32952 on: February 05, 2014, 05:30:58 pm »

Started up my first rookery for the peregrine falcons (well, ONE falcon atm anyway), the female sat on one of the 4 gold nestboxes I put in there right away after I had her pastured. I've locked the doors to the rookery and removed the eggs option from the food stockpile to get the dwarves to leave them alone.

Meanwhile, I'm working on setting up the killing area for when I sieze the adamantine weapon. The plan involves at least two, maybe more squads of (preferrably eliete) marksdwarves, takes advantage of a long winding passageway to string out the demons, and the fact that they'll get distracted by artifacts.

Now, I just need a way of quickly training them up to eliete.

ALso, the current mayor is getting a bit annoying with the cabinet mandates, he's old though so I just hope he dies of old age soon.
« Last Edit: February 05, 2014, 05:32:56 pm by smjjames »
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Mentalpatient87

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Re: What's going on in your fort?
« Reply #32953 on: February 05, 2014, 06:01:58 pm »

I wonder if your rookery would work if you stuck the nest boxes up on pillars so the dwarves couldn't reach. Assuming the birds will fly up to the boxes you won't have to worry at all about bearded egg thieves.
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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.

Drecon

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Re: What's going on in your fort?
« Reply #32954 on: February 05, 2014, 06:41:25 pm »

I'm currently trying to set up workshop areas with apartments for the dwarves that work these workshops. I'm not sure if I will be satisfied with the results but hopefully it'll turn out beautifully.
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