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Author Topic: What's going on in your fort?  (Read 6188776 times)

PDF urist master

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Re: What's going on in your fort?
« Reply #33480 on: March 11, 2014, 10:01:07 am »

I made a new fort in a region that's half savage wasteland and half terrifying glacier. Wasn't as exciting as I hoped since there is no undead and no clouds (yet)

also for some reason, there's giant thrips everywhere. HOW THE FUCK are there giant thrips here when the land is fucking freezing?

The Giant thrips turned out to be a blessing in disguise. A yeti corpse showed up and got distracted by the giant thrips, giving me enough time to seal the fort.
« Last Edit: March 11, 2014, 10:20:23 am by PDF urist master »
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We are not evil by choice, but evil by necessity.

than402

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Re: What's going on in your fort?
« Reply #33481 on: March 11, 2014, 10:05:01 am »

Greetings from the People's Tyrannic Republic Of Solonatek,aka Flagbore.I,than402,insane dicato...err Beloved and Revered Overseer and First Citizen of Solonatek,shall now write the most important events of the last year:

Military
Spoiler (click to show/hide)

Economy
Spoiler (click to show/hide)

Politics
Spoiler (click to show/hide)

Sports

Spoiler (click to show/hide)

Culture

Spoiler (click to show/hide)

Other news

Spoiler (click to show/hide)
The free people of Solonatek bid you and your stout dwarves farewell,and wish you good luck in your endeavors.
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Eidre

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Re: What's going on in your fort?
« Reply #33482 on: March 11, 2014, 11:11:18 am »

Glovedcrests, year 136.
The ocean trapping chamber, long ineffective, finally snared a pod of four orcas.  After lugging one of the cages next to a pasture, Urist McWhaleLifter dragged the orca out...and it promptly hopped/slithered/flopped five tiles along the floor through the butcher shop and into the tannery before air-drowning.

Wait a minute...

Aren't orcas air-breathing mammals?
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Fluoman

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Re: What's going on in your fort?
« Reply #33483 on: March 11, 2014, 11:19:20 am »

I was trying to use the coins-to-bars melting exploit on 8 different metals when suddenly, necromancer attack.
Of course, i have no more than 40 dwarves and a gazillion hauling jobs, with a Trade Depot located outside. Very clever.
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"hey, look, my left hand! It's only bones now, gosh, has it been that long since that cave dragon bit it off?"

RtDs!

the1337doofus

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Re: What's going on in your fort?
« Reply #33484 on: March 11, 2014, 11:43:30 am »

Glovedcrests, year 136.
The ocean trapping chamber, long ineffective, finally snared a pod of four orcas.  After lugging one of the cages next to a pasture, Urist McWhaleLifter dragged the orca out...and it promptly hopped/slithered/flopped five tiles along the floor through the butcher shop and into the tannery before air-drowning.

Wait a minute...

Aren't orcas air-breathing mammals?
Technically yes, but they can't survive on land due to the pressure on their bodies, like all whales.
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Multiple babies means that the force is distributed per baby, so less force total per baby.
burning dwarves is a sign of productivity

Sutremaine

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Re: What's going on in your fort?
« Reply #33485 on: March 11, 2014, 12:38:32 pm »

In-game, there's only one way of handling creatures that need an aquatic environment, and it's more suited to fish. Aquatic creatures that rely on lungs rather than gills should last longer than a fish out of water but there's no token for 'dies slowly when out of water', or any adjustable timer for air death.

While there's a real-life reason for whales to die when out of water, in-game it's because all aquatic creatures are simulated the same way and the simulation doesn't quite work for whales.

If Toady ever allows creature requests again, I'd like to nominate the walking catfish. It could survive indefinitely given access to cool wet tiles and some water to 'bathe' in, and die quicker and quicker as the tiles get drier and warmer.
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I am trying to make chickens lay bees as eggs. So far it only produces a single "Tame Small Creature" when a hen lays bees.
Honestly at the time, I didn't see what could go wrong with crowding 80 military Dwarves into a small room with a necromancer for the purpose of making bacon.

Starweaver396

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Re: What's going on in your fort?
« Reply #33486 on: March 11, 2014, 01:42:26 pm »

If Toady ever allows creature requests again, I'd like to nominate the walking catfish. It could survive indefinitely given access to cool wet tiles and some water to 'bathe' in, and die quicker and quicker as the tiles get drier and warmer.
I thought that was what the Lungfish were for? The outside of my fort keeps spawning them ever since I flooded it.
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...a limbless, headless, bloodless and mutilated dwarf torso that is nevertheless kept alive through benevolent faerie magicks. He is blind, helpless, and in excruciating pain, and yet does not die...
E: I should point out that this is all because of Starweaver giving me inspiration   Aren't you happy with yourself, Starweaver?

smjjames

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Re: What's going on in your fort?
« Reply #33487 on: March 11, 2014, 01:45:31 pm »

If Toady ever allows creature requests again, I'd like to nominate the walking catfish. It could survive indefinitely given access to cool wet tiles and some water to 'bathe' in, and die quicker and quicker as the tiles get drier and warmer.
I thought that was what the Lungfish were for? The outside of my fort keeps spawning them ever since I flooded it.

The difference is that Lungfish are tagged as vermin, but they aren't restricted to water.
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Astrid

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Re: What's going on in your fort?
« Reply #33488 on: March 11, 2014, 01:46:21 pm »

Third year of existance of the Fort Horrorbloods.
It's slowly making its name count following the kill list.

My Blacksmith went Posessed today and created a weapon. A Battleaxe... Hooray something useful!

...made out of tin, rubberwood and spider silk...

...are...you...fracking....kidding...me...?

Do you want to tickle the Trolls to death???
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Astrid

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Re: What's going on in your fort?
« Reply #33489 on: March 11, 2014, 01:46:54 pm »

///connectionfart, pelase delete
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smjjames

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Re: What's going on in your fort?
« Reply #33490 on: March 11, 2014, 01:51:57 pm »

Third year of existance of the Fort Horrorbloods.
It's slowly making its name count following the kill list.

My Blacksmith went Posessed today and created a weapon. A Battleaxe... Hooray something useful!

...made out of tin, rubberwood and spider silk...

...are...you...fracking....kidding...me...?

Do you want to tickle the Trolls to death???

Also sucks that you got a possession mood, unless you didn't want that particular dwarf to be a weaponsmith.

Stick it into a weapon trap (or a display case thing if you have one) in your dining room to give it a nice value boost.
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Astrid

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Re: What's going on in your fort?
« Reply #33491 on: March 11, 2014, 02:15:04 pm »

That's the only option i have for it anyway. Though i could put it into a single tile room as a repeat
weapon and see how long it needs to get rid of 'unwanted personell'.
We'll see. *g*
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PDF urist master

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Re: What's going on in your fort?
« Reply #33492 on: March 11, 2014, 03:34:10 pm »

A forgotten beast just entered my fortress through hell. didn't know it could do that.
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Eidre

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Re: What's going on in your fort?
« Reply #33493 on: March 11, 2014, 04:24:24 pm »

In-game, there's only one way of handling creatures that need an aquatic environment, and it's more suited to fish. Aquatic creatures that rely on lungs rather than gills should last longer than a fish out of water but there's no token for 'dies slowly when out of water', or any adjustable timer for air death.

While there's a real-life reason for whales to die when out of water, in-game it's because all aquatic creatures are simulated the same way and the simulation doesn't quite work for whales.
I figure this is unlikely to be corrected because it raises unconfortable questions about the validity of equally large or larger creatures wandering around made of equivalent or less sounds stuff (giants, forgotten beasts made of ash and snow, etc) that don't collapse or suffocate under their own weight.
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smjjames

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Re: What's going on in your fort?
« Reply #33494 on: March 11, 2014, 06:58:20 pm »

In-game, there's only one way of handling creatures that need an aquatic environment, and it's more suited to fish. Aquatic creatures that rely on lungs rather than gills should last longer than a fish out of water but there's no token for 'dies slowly when out of water', or any adjustable timer for air death.

While there's a real-life reason for whales to die when out of water, in-game it's because all aquatic creatures are simulated the same way and the simulation doesn't quite work for whales.
I figure this is unlikely to be corrected because it raises unconfortable questions about the validity of equally large or larger creatures wandering around made of equivalent or less sounds stuff (giants, forgotten beasts made of ash and snow, etc) that don't collapse or suffocate under their own weight.

Those could be handwaved away with one word, magic. Then again, magic doesn't keep them from suiciding in a web or collapsing if you so much as sneeze at them.
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