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Author Topic: What's going on in your fort?  (Read 6103818 times)

Arx

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Re: What's going on in your fort?
« Reply #38370 on: December 04, 2014, 07:13:52 am »

Currently trying to set up a marksdwarf squad. Going poorly.

Legendary fisherdwarf! Aw yiss, winning at life. That does explain the absolutely bottomless supply of pond turtle shells, though. I bought out the elven caravan with *pond turtle shell crafts*, and the refuse stockpiles are still overflowing.

Edit: They're training! After DF2012's bugged archery, this is amazing.
« Last Edit: December 04, 2014, 07:32:18 am by Arx »
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Kuikka

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Re: What's going on in your fort?
« Reply #38371 on: December 04, 2014, 12:02:19 pm »

Currently trying to set up a marksdwarf squad. Going poorly.

Legendary fisherdwarf! Aw yiss, winning at life. That does explain the absolutely bottomless supply of pond turtle shells, though. I bought out the elven caravan with *pond turtle shell crafts*, and the refuse stockpiles are still overflowing.

Edit: They're training! After DF2012's bugged archery, this is amazing.
Weird, i have never had any issues when it comes to training marksdorves. The most alarming issue with ranged units is that they want so eagerly enter melee fight... So I wont let them fire if they are not in a completely sealed building. I have seen idiots marksdwarves climbing over the fortification's roof and jump down into the goblin horde.
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utunnels

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Re: What's going on in your fort?
« Reply #38372 on: December 04, 2014, 12:03:24 pm »

Well I restored previous 40.13 save.
I managed to heal all unhappy dorfs.
I locked an insane dorf in a room so no one could find the corpse.

Everything seemed OK, but the trade depot was smashed by some tantrum throwing dorf. So the elven caravan left without their goods.... it took me a while to get rid of all those wood junks.

Meanwhile, I'm buiding a Mario on my workshop level.

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Loyal

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Re: What's going on in your fort?
« Reply #38373 on: December 04, 2014, 02:51:18 pm »

A werebeast (a Monitor, yikes) attacked the fort some time ago while the dwarven caravan was in town. The ungrateful jerks did nothing to help while all the dogs I had stationed near the front were desperately trying not to die.

Then one of my newbie marksdwarves comes out of the barracks and headshots the sucker with a single bolt. Score. No bites, no problem. Right?

Only, not quite. I had a bit of a murder mystery on my hands a month or two later, as I got a sudden warning of a Werebeast transformation. Seems I'd missed something after all. Despite the speed with which I paused, by the time I zoomed into the conflict zone it was already resolved. But here's what I can figure, as to the order of events that unfolded in almost no time at all.



1) Carpenter transforms and flips the hell out while hauling cages. He attacks his fellow carpenter, one of my starting seven.

2) "Thursday," as I called him, gets bitten and smacked around, and falls unconscious due to pain. Coincidentally, the fight occurred on top of a set of stonefall traps intended to guard the residential quarter. When he falls, the trap activates, and his head is crushed instantly. Rest in peace, buddy.

3) A mechanic gets attacked next. He is bitten, but survives, because...

4) A speardwarf in the area stabs the werebeast in the head, killing him instantly.

Thankfully the other two dwarves in the area were unharmed. But this does leave a question. Why did the stonefall trap that the werebeast stood on not activate? Do they have Trapavoid or something?

Also, I need to decide what I'm going to do with the poor mechanic. I don't have any death traps ready to go and with my only good mechanic bitten I don't really want him working on one while I wait in fear of his transformation.
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Arx

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Re: What's going on in your fort?
« Reply #38374 on: December 04, 2014, 03:18:38 pm »

Currently trying to set up a marksdwarf squad. Going poorly.

Legendary fisherdwarf! Aw yiss, winning at life. That does explain the absolutely bottomless supply of pond turtle shells, though. I bought out the elven caravan with *pond turtle shell crafts*, and the refuse stockpiles are still overflowing.

Edit: They're training! After DF2012's bugged archery, this is amazing.
Weird, i have never had any issues when it comes to training marksdorves. The most alarming issue with ranged units is that they want so eagerly enter melee fight... So I wont let them fire if they are not in a completely sealed building. I have seen idiots marksdwarves climbing over the fortification's roof and jump down into the goblin horde.

Nah, I just set up their schedule at the very end of a month so they weren't doing what I expected. I was just worried the DF2012 bug wasn't fixed.

Anyway, first mood. 4800 buck wooden armour stand. in the dining hall now.
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Scorch

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Re: What's going on in your fort?
« Reply #38375 on: December 04, 2014, 05:25:12 pm »

Anyway, first mood. 4800 buck wooden armour stand. in the dining hall now.

First mood in this fortress was also 4800 dorfbucks. A possession churned out a colbaltite mug decorated with colbaltite and also an image of something or other on it in colbaltite.

I was displeased.

Had a Were-beast (a were-bull) attack my fort in the middle of spring in my second year. I was well on my way to being wiped out because I'd forgotten to link a gate to a lever. Loaded my seasonal save and did it right this time. The were-beast was still a were-bull, but this time it was a child. It managed to kill a couple migrants before it changed back into a human child and I sent out my freshly equipped crossbow squad to killify it.

I have three military squads in Jadeirons now, which is a record large number for me. A crossbow squad (mostly hunters), an axe squad (lead by a founding dwarf) and a mixed-melee weapons squad. When the tetrahedrite I'd ordered in the first year arrived with the dwarf caravan I immediately bought it all and turned it into bronze bars, churned out mixed melee weapons for my mixed melee squad. The single exposed vein of hematite was mined out to provide the axe squad with actual axes (iron, I wanted to get them equipped with weapons before I get steel going).

The magma workshop was recently finished and the pool is nearly full, I'll close the fill gate when the level stabilizes. Starting exploratory mining for more iron now. I'm nearly into my third year here and I still haven't uncovered any weapons grade metal besides the one vein of hematite. I'm getting antsy. Exploratory mining is next.
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...and have a fortress protected by weaponized killer trousers. No need for an army. When goblins arrive, just deploy the pants.

Wooster

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Re: What's going on in your fort?
« Reply #38376 on: December 04, 2014, 06:05:03 pm »

Why did the stonefall trap that the werebeast stood on not activate? Do they have Trapavoid or something?
DF wiki says yes.

Currently going on in my fort: workflow! It works! And it is marvellous in our eyes!

Also, I have decided that sand is much better than fire clay. You can do so much more with glass. In fact, is there anything you can do with clay that you can't do with glass? Additionally, green glass is cheaper than ceramics, so you can do more stuff before hitting invasion limits.

I have finally managed to wall off my animals so that they are protected. This is after, what, only the third werebeast attack I think. Still and all, we seem to be able to kill off the blighters quite quickly now.

The ostrich ranch is a great success. I think probably I needn't have quite so many laying birds, as we are positively swimming in ostrich meat. This more than makes up for the hunters' propensity to go after the greatest of all the Big Game: cavies. Grrr.

We now have a baroness. Despite my policy of admitting men only to the military (in order to avoid some sticky situations vis-a-vis babies in danger rooms), somehow I had let her slip through the net, and she is one of my Hammer Lords. A Hammer Lady, I guess, and now a Hammer Baroness. And married, mirabile dictu, to the militia commander. Which makes for some amusing sparring reports:

Working out the marital difficulties, one hammer blow at a time...
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omega_dwarf

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Re: What's going on in your fort?
« Reply #38377 on: December 04, 2014, 11:22:49 pm »

One thing I do to track family lineage is renaming dwarfs. I set my init to have nicknames REPLACE_ALL instead of REPLACE_FIRST. Then, married couples are renamed so that they have matching last names, currently using the husband's last name, and any children born from the couple get the last name. Any grandchildren of said couple also use the same last name. So I can track lines of dwarves from the first migrant couples if I want to just by checking names.

For example, Urist Blockhead and Catten Toolshed migrate to the fort and get married. Urist is the husband, Catten is renamed to "Catten Blockhead". Urist and Catten have a child initially named Mekost Dumbname. Their child is renamed "Mekost Blockhead". Eventually Mekost comes of age and gets married to Dumas Whatsherface. Dumas is renamed "Dumas Blockbhead". Any children born from their couple also get the last name "Blockhead." Eventually I have a "clan" of "Blockhead" dwarves descended from Urist Blockhead. It's neat to see it unfold.

Dude, I didn't even know you could do this.  You are now my hero.


This is exactly a feature that I wish would be implemented in vanilla. All the random names are...largely meaningless. Fanciful first/nicknames are great, but there should be clear lines of heritage...it just makes everything so much cooler. And it would make it much easier to realize that the necromancer outside and the two apprentices he brought with him are all part of a massive family that half your fort belongs to (true story from 0.34.11. That was a castle-style surface fort too.)

utunnels

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Re: What's going on in your fort?
« Reply #38378 on: December 05, 2014, 03:07:34 am »

Now the floors engraving is complete.
Spoiler (click to show/hide)
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Scorch

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Re: What's going on in your fort?
« Reply #38379 on: December 05, 2014, 03:45:07 am »

I lost a dwarf to infection after he was lightly pummeled by a honey badger. I'm in a savage biome with tons of flying animal men, dangerous snakes, and giant grey langeurs, but the first animal injuries are from a normal honey badger!? That's so boring.

I've established a long-overdue hospital, but the lack of a water source of any kind remains a major problem. Determined to move it by bucket if necessary, I breached some caverns and was terribly disappointed to find them empty of plant-life and thus empty of water. There's a deep pit down here, so I'm going to send down a hapless migrant an explorer, but I'm not getting my hopes up.

I need water.

Update: Got a look at the bottom of the deep pit. It bottoms out at level 13 and I can't descend past z-level -5. There is no water in that cavern either.

A geonaut got beat up by a troglodyte. I think he's going to die from shame because I still don't have any freaking water.
« Last Edit: December 05, 2014, 05:13:43 am by Scorch »
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...and have a fortress protected by weaponized killer trousers. No need for an army. When goblins arrive, just deploy the pants.

Kuikka

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Re: What's going on in your fort?
« Reply #38380 on: December 05, 2014, 06:59:22 am »

Infection... Oh where's infection when I need it? My ingenious plan kill-the-vampire-by-drowning-ahaatheycantbedrownedtimeforplanb-now-she-escaped-but-lucky-guardsman-punched-her-and-lock-her-in-the-hospital-room is waiting for her open wounds to get infected so she would finally die. But it's been a year now...

I think I need to capture a a) goblin b) beast that wont destroy doors and set one roaming free in my hospital, let it kill the vampire and then clean the mess.
« Last Edit: December 05, 2014, 07:01:57 am by Kuikka »
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Inarius

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Re: What's going on in your fort?
« Reply #38381 on: December 05, 2014, 07:56:06 am »

about killing vampires, I tried to kill mine (she killed 5000+ people, so not a beginner here) and sent her throw my "ooops I slipped" retractable bridge with 10 levels of fall.
In the hole, she seemed very happy to live with her REAL family (deads, wounded, ghosts) at last.
This screenshot was taken months after, when she was there for quite a long time.

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StagnantSoul

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Re: What's going on in your fort?
« Reply #38382 on: December 05, 2014, 08:57:37 am »

Well, I must say. This map, is perfect. It has 5k faint yellow diamonds, 9 layers of dolomite flux stone, 200+ rubies and sapphires, 6k magnetite, 3k hematite, 4k limonite, 17k tetrahydrite, 4k cassiterite, 160 emeralds, two star sapphires, and three black diamonds. Tropical savage savanna, with goblins, elves, humans, and a tower nearby. Fire clay. 174 layers deep. Large gaps between the caverns. This map is completely perfect. All it's missing is a flowing river for mussels.

EDIT: This map also has two cave dragons. One male, one female. (Insert Final Fantasy vii victory music)

EDIT: Shiet. Shiet. Shiet. Shiet! SHIEEEEET! "A forgotten beast has appeared. A gigantic serpent made of rose gold. Beware it's deadly dust!" Close that gate. Close iiiiit!!! Shiet. That forgotten beast killed my 27 dwarves. Rembarking on the same spot, but with the map being 5x5 instead of 4x4. More gems and metals.
« Last Edit: December 05, 2014, 11:24:45 am by StagnantSoul »
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smeeprocket

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Re: What's going on in your fort?
« Reply #38383 on: December 05, 2014, 09:10:46 am »

I lost a dwarf to infection after he was lightly pummeled by a honey badger. I'm in a savage biome with tons of flying animal men, dangerous snakes, and giant grey langeurs, but the first animal injuries are from a normal honey badger!? That's so boring.

I've established a long-overdue hospital, but the lack of a water source of any kind remains a major problem. Determined to move it by bucket if necessary, I breached some caverns and was terribly disappointed to find them empty of plant-life and thus empty of water. There's a deep pit down here, so I'm going to send down a hapless migrant an explorer, but I'm not getting my hopes up.

I need water.

Update: Got a look at the bottom of the deep pit. It bottoms out at level 13 and I can't descend past z-level -5. There is no water in that cavern either.

A geonaut got beat up by a troglodyte. I think he's going to die from shame because I still don't have any freaking water.

Last fort I had I managed to complete bypass the aquifer and dug down about 100 z levels before I hit water in the caverns. I didn't have much in the way of wood either so I was trying to figure out how I was going to get the supplies to build the massive pump stack to get the water to the fortress level.

Actually the current succession fort I'm in I also managed to bypass the aquifer. I keep doing that. I will never learn how to punch through them this way.
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utunnels

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Re: What's going on in your fort?
« Reply #38384 on: December 05, 2014, 09:30:40 am »

After the human vampire was killed by my dorfs, they sent a new diplomat. This female diplomat had only one body guard.
But after the meeting with my duchess was over, they tried to leave via my cavern. Suddenly, a forgotten beast came!
The diplomat ran for her life, leaving her body guard fought the FB. The sowrdman badly wounded the beast but was knocked out and killed.
Now the FB and the diplomat are both locked in my basement. My dorfs are reparing the defense system smashed by vandalism.


I killed the FB. Now another crossbow got a name.
« Last Edit: December 05, 2014, 10:35:18 am by utunnels »
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Risen Asteshdakas, Ghostly Recruit has risen and is haunting the fortress!
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