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Author Topic: What's going on in your fort?  (Read 5972531 times)

lazygun

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Re: What's going on in your fort?
« Reply #42690 on: August 10, 2015, 06:43:44 pm »

I just flooded my magnetite mine through clipping the aquifer in the conglomerate layer it was embedded. Some hasty work was needed to ensure my lower fort wasn't flooded too, nor isolated from the still-active temporary fort near the surface.

At least there are other magnetite deposits on other layers.
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azrael4h

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Re: What's going on in your fort?
« Reply #42691 on: August 10, 2015, 08:39:17 pm »

After a dozen or so attempts to make Dwarf Therapist work without crashing itself and DF, I gave up and manually set labours and so forth in-game. I now have a 9 dwarf military, actively forging copper armor and axes and silver warhammers, have a solid stockpile of food, a lone dwarf acting as chief medical officer despite being only a lowly fisherdwarf (and a novice at that to boot). Drink is rather low, but until the crops come in I have nothing to brew. Walls are being built, and once those are completed, then automated defenses will be designed. THEN... I eat cookies.

And Supergoose remains in her spot in the waterfall. I wonder what she'll do when I redirect it into a new dining room?
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PyroTechno

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Re: What's going on in your fort?
« Reply #42692 on: August 10, 2015, 08:40:19 pm »

After a dozen or so attempts to make Dwarf Therapist work without crashing itself and DF, I gave up and manually set labours and so forth in-game. I now have a 9 dwarf military, actively forging copper armor and axes and silver warhammers, have a solid stockpile of food, a lone dwarf acting as chief medical officer despite being only a lowly fisherdwarf (and a novice at that to boot). Drink is rather low, but until the crops come in I have nothing to brew. Walls are being built, and once those are completed, then automated defenses will be designed. THEN... I eat cookies.

And Supergoose remains in her spot in the waterfall. I wonder what she'll do when I redirect it into a new dining room?

You should consider downloading the LNP and using Therapist through that. I never have any problems.
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PyroTechno

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Re: What's going on in your fort?
« Reply #42693 on: August 10, 2015, 11:16:19 pm »

A Werebear just attacked my fortress. It's a large fortress without any military - I'm still working on that.

I draft 80 civilians and tell them to go beat it to death. (They're disposable, to be honest.) 38 pages of combat log, and the rather amusing scene of a werebear trying to beat off a swarm of dwarves with a shoe, later, and it's dead. Only two dwarves have died of exploding head disorder so far, but at least ten got skull fractures. Of course, it was only that successful because the werebear reverted back into a peasant on combat page 30 - the last 8 pages document exactly how the 80 brave dwarves slowly beat this guy to death.
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ImagoDeo

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Re: What's going on in your fort?
« Reply #42694 on: August 10, 2015, 11:28:47 pm »

DFHack's extended control screens are a good substitute for Dwarf Fortress, in my opinion. From the units page, you can view a good labors spreadsheet with L. It doesn't show you everything like Therapist does, but I don't want to bother with Therapist.
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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?

ImagoDeo

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Re: What's going on in your fort?
« Reply #42695 on: August 11, 2015, 12:45:53 am »

A Werebear just attacked my fortress. It's a large fortress without any military - I'm still working on that.

I draft 80 civilians and tell them to go beat it to death. (They're disposable, to be honest.) 38 pages of combat log, and the rather amusing scene of a werebear trying to beat off a swarm of dwarves with a shoe, later, and it's dead. Only two dwarves have died of exploding head disorder so far, but at least ten got skull fractures. Of course, it was only that successful because the werebear reverted back into a peasant on combat page 30 - the last 8 pages document exactly how the 80 brave dwarves slowly beat this guy to death.

How many got bit? You're in for some Fun if you don't check, quarantine, and take appropriate measures.
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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?

Chevaleresse

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Re: What's going on in your fort?
« Reply #42696 on: August 11, 2015, 01:09:25 am »

Sixty-strong necromancer siege arrived. Fortunately, the team sent to reclaim Windsprays completed the fortifications well before they arrived, and now there's a trap corridor under construction. A giant row of cage traps followed by as many 10-stacks of menacing green glass spikes as I can produce with the fuel i have saved up attached to one lever. This'll be interesting.


EDIT: Also found the source of the questionable FPS i've been getting: the second cavern layer is flooding with magma from a tube that apparently spawned with holes in the sides.
« Last Edit: August 11, 2015, 02:18:45 am by KingMurdoc »
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McChips

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Re: What's going on in your fort?
« Reply #42697 on: August 11, 2015, 05:04:39 am »

My very first fort is in its third spring and going much better than I expected, I think watching a bunch of tutorial videos has helped a lot with that.

Lovely embark site. Abundant natural resources, iron/coal/flux just inside the hillside, a brook just outside my gate, and to ice the cake my wagon animals were a matched breeding pair.

I'm actually a little disappointed with the lack of action so far, and sort of wish I'd selected Wilderness rather than Calm for my first go. The sum total of my casualties are a guineacock that broke both his legs when I cut down the tree he somehow got stuck in shortly after getting off the wagon, a pair of hens that started brawling with each other after a minor birdsplosion overcrowded my hatchery, and some guy's pet dog that was devoured by a cougar.

According to the combat reports a weretortoise killed some wild boars out in the woods at some point last year, but none of my guys ever actually saw the thing.

Filled my rather splendid cistern after this year's thaw. It has two separate inlet floodgates - one straight and one diagonal - for fast filling and topping off, a vertical kink with a floor grate in the intake pipe to help keep out any nasties, and a dozen taps with prebuilt floodgates around the bottom of the tank so I can connect more pipes off it without draining it or risking my miners.

Also just completed the overhang on my perimeter wall that I've been building since I got here. Now I need to either conscript or otherwise train up all the lye makers, animal carers and other useless peons I've had from my migration waves as they no longer have hundreds of hauling and building jobs to occupy them.

Current to-do list, in no particular order, includes:
An aboveground milking/shearing barn and seed silo.
Steel gearing and training my army.
Trying to dig out a fancy multi-level meeting hall to replace the wretched soily hovel my dwarves are currently drinking in, hopefully involving a controlled cave-in without turning any of my miners into paste.
War-training the lion I bought off the elves.
Figuring out how to get someone to clean the badger vomit off the main drawbridge.
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PyroTechno

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Re: What's going on in your fort?
« Reply #42698 on: August 11, 2015, 08:41:42 am »

A Werebear just attacked my fortress. It's a large fortress without any military - I'm still working on that.

I draft 80 civilians and tell them to go beat it to death. (They're disposable, to be honest.) 38 pages of combat log, and the rather amusing scene of a werebear trying to beat off a swarm of dwarves with a shoe, later, and it's dead. Only two dwarves have died of exploding head disorder so far, but at least ten got skull fractures. Of course, it was only that successful because the werebear reverted back into a peasant on combat page 30 - the last 8 pages document exactly how the 80 brave dwarves slowly beat this guy to death.

How many got bit? You're in for some Fun if you don't check, quarantine, and take appropriate measures.

I checked through the entire log. The werebear evidently didn't believe in biting - just punching, scratching, and striking with a =hemp plant fiber shoe=. I either got lucky, or was cruelly denied some werecreature-based scientific experimentation, depending on play style.

EDIT: I was wrong. The answer was four - although two were immediately struck down for being in the quantum meeting area.

This will be fun.

EDIT2: The fortress was killed by werebears. So much for the 100-population dwarf city...

And the reclamation party was killed by a Forgotten Beast that apparently claimed the site. Strange... I don't remember leaving the fort open to the caverns.
« Last Edit: August 11, 2015, 09:40:34 am by PyroTechno »
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Button

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Re: What's going on in your fort?
« Reply #42699 on: August 11, 2015, 01:37:42 pm »

And the reclamation party was killed by a Forgotten Beast that apparently claimed the site. Strange... I don't remember leaving the fort open to the caverns.

When a fort is abandoned or retired, critters get moved around without regard for pathing.
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MobRules

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Re: What's going on in your fort?
« Reply #42700 on: August 11, 2015, 08:09:15 pm »

I just discovered that the symbol for the civilization my current fort belongs to is "blood men"
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Ninja dragons! Protect the masterwork roasts!
Is this biome reanimating? I really don't want to know what happens when "absurd numbers of megabeasts" is combined with "reanimating biomes".

PyroTechno

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Re: What's going on in your fort?
« Reply #42701 on: August 11, 2015, 10:38:39 pm »

New fort, same world.

Spoiler (click to show/hide)

Spoiler (click to show/hide)

 ???

...Okay then. Has this happened to anyone else? Some random guy just shows up?

(This is a werecreature, isn't it? Dammit, not again... At least this time I can contain it.)

EDIT:

Yep, he was a werebear. He killed a yak cow, and promptly reverted to human.

Spoiler (click to show/hide)

How unfortunate for him.
« Last Edit: August 11, 2015, 10:51:00 pm by PyroTechno »
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MobRules

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Re: What's going on in your fort?
« Reply #42702 on: August 12, 2015, 07:21:48 am »


...Okay then. Has this happened to anyone else? Some random guy just shows up?

(This is a werecreature, isn't it? Dammit, not again... At least this time I can contain it.)

EDIT:

Yep, he was a werebear. He killed a yak cow, and promptly reverted to human.


Yup, have had this happen. If a werecreature wanders onto your map in non-transformed form, you get this message.
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Ninja dragons! Protect the masterwork roasts!
Is this biome reanimating? I really don't want to know what happens when "absurd numbers of megabeasts" is combined with "reanimating biomes".

NESgamer190

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Re: What's going on in your fort?
« Reply #42703 on: August 12, 2015, 11:23:41 am »

...after the two fort failures due to forgotten beasts, I've decided to cast that world to the magma and make a new world.  So far, world generation's been mean with tons of islands and/or the volcano being in a freezing area and/or the volcano being stuck in an inaccessible mountain.

Well, here's to hoping the fort does not get eaten by a forgotten beast as well.

As for the werebear incident, I recall one of my forts failing due to a werebear epidemic mauling my citizens.  Pyrrhic victory at its finest for me.  I suppose I wasn't beary prepared for that.

Edit:  My fort succumbed to insta-gators.  What rotten luck do I have with Dwarf Fortress?!?
« Last Edit: August 12, 2015, 11:58:38 am by NESgamer190 »
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Chevaleresse

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Re: What's going on in your fort?
« Reply #42704 on: August 12, 2015, 05:00:42 pm »

Windsprays is ending its second (technically third, as this is a reclaim) year on a high note. We've got a corridor of cage traps lined up at the entrance, which I accidentally constructed in such a way that it can be made accessible to wagons but not to everything else. This corridor will eventually be followed by rows of upright spear traps, which unfortunately claimed a blacksmith who was stupid enough to attempt to reload a cage trap while zombies were still streaming in. Said zombies are now occupying a small pit underneath the fortress proper, safely contained, with the exception of the trap-avoiding kobolds who were quickly disassembled by my all-legendary squad, who managed to do so with only half of them being actually armed.

We also took down a werelizard attack in possibly the most efficient way possible; the axe lord in the squad hit it once and separated upper from lower body. This attack did come with one casualty, however; the recently-inherited duke was spooked while hauling a zombie, which promptly scratched his brains out.

While the area below remains barren of any useful ores barring galena, the mountains of gold have been used to buy every single metal object from the caravan this year, providing my dwarves with a small amount of protection and arming the rest. The militia has been broken up into five squads; each squad gets two veterans, and the rest will be filled out with migrants. I'm hoping this will increase the pace of training, as there will eventually be bigger threats than a couple reanimated kobolds or a lone werebeast. Such as that lobster FB who showed up in the second cavern layer and then promptly vanished.
« Last Edit: August 12, 2015, 05:34:23 pm by KingMurdoc »
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