Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 2359 2360 [2361] 2362 2363 ... 3844

Author Topic: What's going on in your fort?  (Read 6221921 times)

Splint

  • Bay Watcher
  • War is a valid form of diplomacy.
    • View Profile
Re: What's going on in your fort?
« Reply #35400 on: July 08, 2014, 03:38:32 pm »

Sounds like an invading army's been displacing dwarven residents.
-
Got two kobold thieves and we now have a dark blue/purple ! for 'Overcome by terror' AKA RUN FOR YOUR LIVES/routed

And apparently two levels in discipline results in a dwarf considering kobold thieves about as threatening as an irate chicken, that is to say not very. Had workers in plain view of them apparently react with complete indifference to either thief being there and continued stockpiling coffee tree wood. But there was a corner involved and the kobolds being 'routed' pretty much may have been a factor.

EDIT: I just realized this place came with a free murder pit to toss intruders into. Yes.

Nail

  • Bay Watcher
  • Proud hypocrite
    • View Profile
Re: What's going on in your fort?
« Reply #35401 on: July 08, 2014, 04:33:46 pm »

Anyone else found dead demons in the missing list?  Despite not digging down yet there is a dead pterodactyl demon there.
Yeah, I also had a brute go missing a few minutes after embark.
Logged
left eye

Broseph Stalin

  • Bay Watcher
  • Dabbling Surgeon, Proficient Butcher.
    • View Profile
Re: What's going on in your fort?
« Reply #35402 on: July 08, 2014, 04:48:56 pm »

I accidently brewed all my grown plump helmets into wine so now I have to rely on plant gathering and fishing to sustain the fort.

I found some turnips. they have to be edible raw, right?
Just to confirm you are brewing plants?

Side note has anyone tried to war train an animal? My doods stand beside them in the training area and spam "no creature"
« Last Edit: July 08, 2014, 05:15:10 pm by Broseph Stalin »
Logged

Just Some Guy

  • Bay Watcher
    • View Profile
Re: What's going on in your fort?
« Reply #35403 on: July 08, 2014, 05:15:55 pm »

my military dwarves are having existential crises about killing a werebadger in human form. Get over it.

What?

Splint

  • Bay Watcher
  • War is a valid form of diplomacy.
    • View Profile
Re: What's going on in your fort?
« Reply #35404 on: July 08, 2014, 05:31:02 pm »

First caravan arrives and apparently it's back to 'normal' with caravans arriving early in the season! Spiritnets was only able to trade because of the draft animals being used for rations, which in turn became trade goods that bought some electrum which was turned into goblets and traded for booze, food, and some other odds and ends along with more bone and hoof items.

It's not quite 'easy mode' reclaiming a site, since nearly all other vital facilities so far are nonexistent/were ripped up and probably turned into RUN AWAY wagons. I got lucky and this one has no direct cavern access, otherwise I'd have probably lost everyone to trolls or gremlins or something.

Speaking of which, my militia commander is a massive bitch who despite having ample back up from the caravan, turned and ran from a werebull attack. Broker was all melodramatic about a bruised leg, and it appears the terror response results in merchants abandoning thier wagons which in turn results in them breaking when they're parked at a depot.

ZzarkLinux

  • Bay Watcher
  • [IS_BUN:#1]
    • View Profile
Re: What's going on in your fort?
« Reply #35405 on: July 08, 2014, 05:34:12 pm »

A plains titan with spittle appeard on the surface as we were harvesting wood. My only metal-dwarf was inside at the time, but the newly conscripted woodcutters did the job pretty well. Only one guy got a broken hand. Not bad from a sudden beastie attack.

Time to get my whole fortress to escort that thing to the sealing chambers before it re-animates...
Logged

Larix

  • Bay Watcher
    • View Profile
Re: What's going on in your fort?
« Reply #35406 on: July 08, 2014, 05:57:16 pm »

Succession seems to work, sort of:

as it turns out, i embarked from a dead civilisation (i.e. a civ with no remaining sites according to the dump). In autumn, i got a dwarven caravan, but also a message of "no liaison? Strange...".
When the year changed, my most popular dwarf - became queen. In an outpost of 24 beards, with no great rooms or in fact any decent way to make royal dwellings. I retired the fort to avoid ending up with an exploding queen on my hands in record time. The fort is now listed in my world population list as the only settlement of my civ, with 42 dwarfs and a bunch of animal "outcasts", as well as two elven outcasts, because i retired when the elven traders were visiting.

Now for some more adventure mode exploration.
Logged

Broseph Stalin

  • Bay Watcher
  • Dabbling Surgeon, Proficient Butcher.
    • View Profile
Re: What's going on in your fort?
« Reply #35407 on: July 08, 2014, 06:03:57 pm »

What?
If a description of your fort doesn't get a flat what you're playing wrong.

Broseph Stalin

  • Bay Watcher
  • Dabbling Surgeon, Proficient Butcher.
    • View Profile
Re: What's going on in your fort?
« Reply #35408 on: July 08, 2014, 07:21:25 pm »

After playing intermittently throughout the day my first .40.01 fort has been abandoned. After one season. That 1050 year old massive world I genned overnight was impossibly slow due to all the calculations.

If anybody is interested in playing a massive world without the time consuming worldgen process I could post it.

ImagoDeo

  • Bay Watcher
  • [NOT_THINK:UNTHINKABLE]
    • View Profile
Re: What's going on in your fort?
« Reply #35409 on: July 08, 2014, 07:43:24 pm »

Yeah, at the moment large worlds are mostly unplayable because the background worldgen calculations aren't very well optimized. Toady's working on that.

My first caravan in .40 arrived on the 14th of Limestone - abysmally early, before I had even considered trade goods. I've got a carpenter churning out spiked wooden balls, so we'll see how much he can do before the caravan's embarking. I'm hoping to get enough anvils to fill out my 8-forge workzone. I'm going to start mining gold as soon as possible to boost migrant numbers.

I swear to Armok, if some damn goblin siege kills me in my first fort of .40, I might just scream. It's hard enough to keep my dwarves from climbing trees and falling out of them. I need to get defenses up and running, burrows designated for danger, the topside area capped off to prevent flyers and climbers getting in... eh. And there's so much hauling to do. There's ALWAYS hauling to do.
Logged
What would it be like to live in a world that was copy/pasted? Would we even notice? If not, how many times have we switched celestial harddrives or whatever?

ZzarkLinux

  • Bay Watcher
  • [IS_BUN:#1]
    • View Profile
Re: What's going on in your fort?
« Reply #35410 on: July 08, 2014, 09:03:36 pm »

I was surprised to get a mayor in The Cheeful Land of Ghouls. Haven't had one of those in a long time. He likes gauntlets, coins, and dwarven ale, so he's not all that bad. At 90 citizens now, mostly because the wildlife queue is stuck for some reason. I'm not complaining. Last time that happened, I was able to build a multi-level bunker in the 3rd cavern layer. Eventually it got unclogged and the cavern was soon filled with flying forgotten beasts... so yea, not complaining.

The only thing we have to content with on the surface is evil ash clouds, the occasional were-creature, and any titans that show up. I've worked to keep the surface clear of zombies, and goblins haven't appeared yet. I guess time is my worst enemy now, because things will snowball pretty fast once the poo hits the fan. I'm occupying the dwarves with relocating supplies under the cavern, making metal everything, inhaling outside trees, and other industry. I hope we get prepared for that day fast enough.
Logged

Innocent Dave

  • Bay Watcher
    • View Profile
Re: What's going on in your fort?
« Reply #35411 on: July 09, 2014, 06:19:00 am »

...and it appears the terror response results in merchants abandoning their wagons which in turn results in them breaking when they're parked at a depot.

FREE GOODS!

Approximately what level of terror seems to be required for this?  If, say, I made a device to pit wild coyotes into the depot, will the caravan be profitably scuttled?

And more importantly, will I get the blame, diplomatically speaking?
Logged
Reaching one's life goal shouldn't come with a happy thought.  It should come with a sudden existential crisis.

Splint

  • Bay Watcher
  • War is a valid form of diplomacy.
    • View Profile
Re: What's going on in your fort?
« Reply #35412 on: July 09, 2014, 06:24:24 am »

...and it appears the terror response results in merchants abandoning their wagons which in turn results in them breaking when they're parked at a depot.

FREE GOODS!

Approximately what level of terror seems to be required for this?  If, say, I made a device to pit wild coyotes into the depot, will the caravan be profitably scuttled?

And more importantly, will I get the blame, diplomatically speaking?

Presumably any threat will do, but the discipline skill and the threat in question is clearly a factor. A werebull will scare the fuck out of all but the most fool-hardy/adventurous/discplined dorfs, (as there were 7 caravan guards, 3 of them fled like my commander did while the other four attacked,) while only some basic discipline may result in workers ignoring things like fleeing thieves (unless that was a fluke and the dwarves didn't see them.)

schussel

  • Bay Watcher
    • View Profile
Re: What's going on in your fort?
« Reply #35413 on: July 09, 2014, 06:30:56 am »

1st game for a long time ... and a woodhauler was getting in a mexican standoff with a carp a sea lamprey and himself ... seems the animals got agitated by felling a willow at the riverbank ...

i dont need to add ... McUrist Weaklingson died 2 Minutes in the fight while the carp keeps jumping around  :-[
Logged

Splint

  • Bay Watcher
  • War is a valid form of diplomacy.
    • View Profile
Re: What's going on in your fort?
« Reply #35414 on: July 09, 2014, 07:19:44 am »

Seems military training is working much better, and training raises the discipline skill at about the same rate as fighter, maybe a little slower. not quite sure. Instead of the expected years to get a competent dwarf without DF hacks military training patch, I have some at least passable novices who could probably repel snatchers and other minor threats (a weak ambush springs to mind if they've got the will to stand and fight.) They're also gaining weapon skills... Eh, passably, considering that the militia is using mismatched kit as far as weapons go - an axe, two swords, and a mace.

Also it seems rotten things will 'horrify' dwarves and has on at least one occasion resulted in the dwarf balling up on the floor for a little while, possibly due to the stink.

Anyway, when the elves inevitably arrive in spring, we'll have plentiful green glass items to sell. More bags are being produced now so some basic defense traps at corners can be set up to injure/mulch snatchers. Also need to single out the tetrhedrite and have it carted down to the smelters the previous residents so graciously left us so everyone will at least have some basic copper mail and leather to prevent training accidents.
Pages: 1 ... 2359 2360 [2361] 2362 2363 ... 3844