Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 2691 2692 [2693] 2694 2695 ... 3842

Author Topic: What's going on in your fort?  (Read 6111669 times)

Skullsploder

  • Bay Watcher
    • View Profile
Re: What's going on in your fort?
« Reply #40380 on: March 17, 2015, 04:03:10 pm »

I just spent an hour with the game paused designing a magma pump stack and my new forge area along with my water plumbing and power generation as well as an obsidian caster. An hour and a half, really.
In other news, I made a bunch of platinum crutches... without realising they take three bars each. My platinum reserves are no more.
All my full time captains have exceptional or masterwork adamantine weapons now, but half of them also have copper gauntlets. Such is life when every bit of non-candy metal is imported.
Logged
"is it harmful for my dwarves ? I bet it is"
Always a safe default assumption in this game 

Button

  • Bay Watcher
  • Plants Specialist
    • View Profile
Re: What's going on in your fort?
« Reply #40381 on: March 17, 2015, 04:31:48 pm »

I had to burrow my dwarves every autumn between the first and second freezes.

Hmm, maybe I should let them mine out the entire frozen ocean in next winter.

Shouldn't be a big deal, it's a waterfall thing. It's the pressure of the still-running falls that causes the problem.
Logged
I used to work on Modest Mod and Plant Fixes.

Always assume I'm not seriously back

Pirate Santa

  • Bay Watcher
  • [CURIOUSBEAST_EATER]
    • View Profile
Re: What's going on in your fort?
« Reply #40382 on: March 17, 2015, 06:03:45 pm »

So, same fort where I had necromancers in the cavern. We're being swarmed by thieves. Aren't these things supposed to show up one by one? I have received twenty seven thieves since the start of spring, it's the beginning of winter. Gotten a few nice iron large daggers though. I'll have a few knife users going, just to kill thieves.
Ali Baba and the forty kobolds.
Logged
Welcome to Dwarf Fortress. Where peaceful death of old age is something nobody sees coming.
it turns out Dog Bone Doctors aren't very good at doctoring.

Splint

  • Bay Watcher
  • War is a valid form of diplomacy.
    • View Profile
Re: What's going on in your fort?
« Reply #40383 on: March 17, 2015, 06:15:40 pm »

Desided to give this mod and embarked near a cave, and found myself sharing land with a hostile law-giver. Evidently my Dwemer booted her out of her tents.



I've gone ahead with hastily building the crap to arm my two soldiers (they were the only ones who seem to have any real willingness to fight if needed.) Hopefully goat armor will hold up against whatever the fuck this asshole is since I have no clue how big she is (might be big enough to crush my mens' chests in one punch.) Although I guess I'm the asshole since I evicted her from her tents.

But really, how often does one get to kill a law-giver on embark and get free tents?

EDIT: And I think it just summoned a daedra. Not sure, but either way a lesser daedra is a dangerous daedra all the same. They gotta go if I want access to the cave I embarked on.

EDIT II: Not summoned, crawled out of the cave. The law-giver proceeded to kill them both (a second crawled out too,) with its bare hands. I really who two men with weapons and shields can beat it.

TheFlame52

  • Bay Watcher
  • Certified geezer & only man to win 0.40.24
    • View Profile
Re: What's going on in your fort?
« Reply #40384 on: March 17, 2015, 06:46:02 pm »

I want to know whether or not you can disassemble the tents.

EDIT: I'm going to build a temple to Armok. Where should I build it? Not hell, I'm still linking up the spikes.
« Last Edit: March 17, 2015, 07:05:44 pm by TheFlame52 »
Logged

Splint

  • Bay Watcher
  • War is a valid form of diplomacy.
    • View Profile
Re: What's going on in your fort?
« Reply #40385 on: March 17, 2015, 07:44:37 pm »

You can in fact disassemble the tents, getting a roll of cloth or presumably if made of leather, a bolt of leather as a result. However they are not considered "indoors" for the purposes of beds/eating space.

I've given up on trying to kill the law-giver - for now. Two savescums ended with two soldiers bent into knots/bitten and shaken to death. Either these things have ridiculously high agility/dodge skill or this bastard is just that good. I'd try swarming him, but I dunno what that would do since I don't have enough weapons for everyone and the miners/woodcutter won't wear thier armor. Not that I could make any because of an aquifer blocking any chance to easily store butchered pack animals.

EDIT

Started the mostly-vanilla fortress of Relictemple in a forested region on the far side of a sprawling elf kingdom. It is my hope war will ensue. Luckily the aquifer irs restricted to a small corner of the map, and with two streams linking up in the map center, I'll not want for water. Ever. I've also modified the dwarf civ values, resulting in many who have the desire to be legendary warriors.

The four dwarves who want to go to war worship Milol Rulechucked. He is a rotting male dwarf associated with Death, War, and Chaos.

Evidently these are soldiers who not only accept the inevitability of thier likely violent demise... They are actively embracing it. I'll be honest, this makes me think "this civ's army clearly is not to be fucked with." Because what is more horrifying to face, an enemy who accepts he may die in battle and fights ferociously, or an enemy who not only accepts he will die in battle, but embraces it and part of thier worship more than likely involves killing as many enemies as possible before they themselves are killed in battle?

We've also hit native silver and cassiterite, which means bronze at the least if nothing else because where there's cassiterite there's usually tetrahedrite.

utunnels

  • Bay Watcher
  • Axedwarf
    • View Profile
Re: What's going on in your fort?
« Reply #40386 on: March 18, 2015, 08:05:40 am »

I had to burrow my dwarves every autumn between the first and second freezes.

Hmm, maybe I should let them mine out the entire frozen ocean in next winter.

Shouldn't be a big deal, it's a waterfall thing. It's the pressure of the still-running falls that causes the problem.

Ah, a dorf went out to hunt sea otters and drowned himself when the ice thawed.

*Face palm*

I saw spring had come so I raised the draw bridge, but I didn't see there was still a hunter outside.
« Last Edit: March 18, 2015, 08:58:55 am by utunnels »
Logged
The troglodyte head shakes The Troglodyte around by the head, tearing apart the head's muscle!

Risen Asteshdakas, Ghostly Recruit has risen and is haunting the fortress!

Johuotar

  • Bay Watcher
    • View Profile
    • Some game projects
Re: What's going on in your fort?
« Reply #40387 on: March 18, 2015, 08:50:14 am »

Wereiguana attacked, multiple dwarves were bit and now there are two more wereiguanas running about. And I thought I would not need coffins in the first year...

Interesting sidenote is that there are no normal iguanas in df at the moment, yet there can be wereiguanas.
Logged
[img height=x width=y]http://LINK TO IMAGE HERE[/img]
The Toad hops in mysterious ways.
This pure mountain spring water is indispensable. Literally. I'm out of paper cups.

Larix

  • Bay Watcher
    • View Profile
Re: What's going on in your fort?
« Reply #40388 on: March 18, 2015, 09:32:17 am »

I had to burrow my dwarves every autumn between the first and second freezes.

Hmm, maybe I should let them mine out the entire frozen ocean in next winter.

Shouldn't be a big deal, it's a waterfall thing. It's the pressure of the still-running falls that causes the problem.

Ah, a dorf went out to hunt sea otters and drowned himself when the ice thawed.

*Face palm*

I saw spring had come so I raised the draw bridge, but I didn't see there was still a hunter outside.

I settled on the coast of a periodically-freezing sea once, and lost one hunter per year for four consecutive years. Until i finally put the surviving hunters into a token squad and ordered them to train during the month of granite.  The annual sacrifices to the ocean stopped at that point, but that may have been more due to running low on hunters and huntable animals.

The most infuriatingly stupid event was when a hunter went out to hunt albatrosses (on the frozen ocean), then lost track and went to sleep. On the frozen sea. Which melted half-way through his nap.
Logged

Button

  • Bay Watcher
  • Plants Specialist
    • View Profile
Re: What's going on in your fort?
« Reply #40389 on: March 18, 2015, 09:39:16 am »

I never even use hunters anymore. They're more hassle than they're worth, and they reduce populations of aminols that I could be catching.
Logged
I used to work on Modest Mod and Plant Fixes.

Always assume I'm not seriously back

utunnels

  • Bay Watcher
  • Axedwarf
    • View Profile
Re: What's going on in your fort?
« Reply #40390 on: March 18, 2015, 09:45:17 am »

I don't use hunter. Maybe that was a new migrants who I forgot to remove the job.
I waited for several months and he didn't turn into a ghost (are there drowning ghosts in DF? )
Logged
The troglodyte head shakes The Troglodyte around by the head, tearing apart the head's muscle!

Risen Asteshdakas, Ghostly Recruit has risen and is haunting the fortress!

StagnantSoul

  • Bay Watcher
  • "Player has withdrawn from society!"
    • View Profile
Re: What's going on in your fort?
« Reply #40391 on: March 18, 2015, 10:52:39 am »

An odd amount of inactivity... Biggest animal I've seen is giant ravens... The thief invasion stopped... No beasties coming at my cavern clearing team... No forgotten beasts... Nothing... Something big must be coming... The most exciting event is my cook made some masterwork dragon egg roasts.
Logged
Quote from: Cptn Kaladin Anrizlokum
I threw night creature blood into a night creature's heart and she pulled it out and bled to death.
Quote from: Eric Blank
Places to jibber madly at each other, got it
Quote from: NJW2000
If any of them are made of fire, throw stuff, run, and think non-flammable thoughts.

KingKaol

  • Bay Watcher
  • This is a magma.
    • View Profile
Re: What's going on in your fort?
« Reply #40392 on: March 18, 2015, 03:46:13 pm »

Abominable snow-man just showed up

Spoiler (click to show/hide)
Logged

TheFlame52

  • Bay Watcher
  • Certified geezer & only man to win 0.40.24
    • View Profile
Re: What's going on in your fort?
« Reply #40393 on: March 18, 2015, 03:53:16 pm »

One of my founders went fey and made a smoke weed fiber thong. Ooooooookay.

Bastiongate Todo

Short term (1-2 years):
 - breach hell
 - begin processing adamantine
 - build temple to Armok (in hell?), sacrifice useless captives

Long term (2-5 years):
 - armor and arm military with adamantine
 - build hell bunker

Very long term (10-20 years):
 - armor entire population in minimalist steel, arm with wood shields and obsidian swords
 - wall off hell
 - seal prospective couples in rooms, begin marrying fort-born dwarves

StagnantSoul

  • Bay Watcher
  • "Player has withdrawn from society!"
    • View Profile
Re: What's going on in your fort?
« Reply #40394 on: March 18, 2015, 04:33:16 pm »

New world. Decided to have an actual goal past survival.

1: Secure a 5 X 5 area on the map, using a human hamlet as the start, with six soldier dwarves purging the village. Then, have a smelter immediately begin melting useless human items, two guys building a wooden gate and wall around the village, my one smith making weapons and arms, a guy hunting, and two mining.

2: Once the first migrant wave gets here, assess their skills and preferences. Anyone who likes steel, iron, or burning steel will be drafted into mail shirt making. If they like any armour piece but boots or gauntlets too. These mail shirts will be melted and thrown back into the system. Two stone crafters will work 24/7 only making crafts. Leather pieces of armour will be made as well. One carpenter starts on shields.

3: The next migrant wave will bring in the new recruits. They'll be armed minimally, and put to train every second month. The next three migrant waves will be solely for the army. Steel production will begin, as well as bronze. Leather will be ordered in from the mountainhome, as well as gems and bolts.

4: One migrant wave will bring in my elite squad, who'll be armoured as much as possible in full steel. These guys will train all year except two months. The wooden wall and gate will be reinforced with a thin moat, remade out of stone, and made with fortifications. Ballistae will be placed sporadically, ready for any attack. A roof covering all but a 4 X 4 area will be placed, with archer towers rising near the hole. Dogs will be chained up on the rood, guarding the hole.

5: Once the fort is effectively secure, I'll wait until I have 80 dwarves. All but the smiths will have been trained for military use, armed well. Except for two elite squads, they'll be armed in leather and bronze, with wooden shields and steel weapons. We'll breach the first cavern, rush in, and kill everything but jabberers. Those'll be captured and trained. The entrances will be walled off, a drawbridge made to allow in forgotten beasts.

6: The second cavern will be similarly handled, simply killing all but jabberers. Any wounded will be heavily guarded, with the hospital being moved to the battle zone. Doctors will be in full bronze plate. Any trained animals will be assigned to dwarves, to provide extra strength. Again, wall off the entrances as they are discovered.

7: Retreat before breaching the third layer. Get extra craftdwarf shops ready, keep a migrant wave back for strand extraction once necessary. Provide steel mail shirts and helms to replace the bronze, copper shields replace the wooden. A bronze breastplate will replace the leather armour on the non-elite. Wait for wounded to fully heal, and then breach the third layer.

8: Slaughter my way through the much stronger third layer, issuing orders to individuals instead of squads. Blind cave ogres, spiders, and dralthas will be the main targets if sited. The entrances will not be walled off, instead, tons of cage traps will be laid in front. Once something big is captured, like blind cave ogres, jabberers, or a cave dragon, we'll wall off the entrances like normal.

9: Find the candy. As carefully as possible, mine it. Keep one squad nearby at each mining zone, just in case. Carefully extract as much candy as possible, having only legendary smiths handle it. Steel breastplates for all, plus high boots and gauntlets, if enough steel is available. If not, bronze. Candy suits of armour and weaponry will be given to the elite squads, and as many weapons as possible to the rest.

10: A cage filled with all captured animals and all dogs will be set up with a lever near a designated pillar. This pillar will be breached, unleashing the clowns. The captured animals will engage, to gauge their strength. A volley of steel ballista bolts will be fired, once enough animals are dead. Half the dwarves will engage. The other half will wait.

11: If the battle goes well, the elites will move in and down the pillar, secure an area, then the rest will follow. If not, a few volleys of ballista fire will be launched, and the rest of the non-elite dwarves will move in. The stairs will be floored over, just in case.

12: If the elites secure an area, a second fort will be built in hell, with the clowns being contained and used against sieges. If they fail, the stairs will be floored off and those dwarves abandoned. If the non-elites couldn't clear a path to the pillar, then the elites will retreat, along with their precious candy, and any powerful creatures like jabberers and dragons.

13: Either enjoy a fort in hell, or wish I still had over half my fort.
Logged
Quote from: Cptn Kaladin Anrizlokum
I threw night creature blood into a night creature's heart and she pulled it out and bled to death.
Quote from: Eric Blank
Places to jibber madly at each other, got it
Quote from: NJW2000
If any of them are made of fire, throw stuff, run, and think non-flammable thoughts.
Pages: 1 ... 2691 2692 [2693] 2694 2695 ... 3842