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Author Topic: What's going on in your fort?  (Read 5972585 times)

Whodunnit

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Re: What's going on in your fort?
« Reply #42705 on: August 13, 2015, 07:32:13 am »

After five (ish) years in an embark spanning a small bit of sea between the big continent and a volcanic island, the dwarves in randomly named Tinprince (is there a way to rename fortresses, with dfhack or otherwise?) is just about to start with the main span of the bridge that will link the mainland dwarf empire with what will become the capitol in the yet to be settled volcano to the north.

Most of the time was spent setting up the magma pump stack so that the foundations for the middle pylon could be cast in the sea. Plenty of limonite deposits in the seabottom layers made that relatively easy. It was found that simply pouring magma into the sea from above was insufficient, since it just forms a thin pillar of obsidian and then expands into a one tile thick crust at sea level. Other problems with the magma faucet (such as superheated iron hatches and backsplash casting obsidian in the nozzle itself) meant that approach was abandoned.

After some deliberation it was decided to simply cast the foundation as a single massive block above sea level and then gently (read violently) lower it into place. After a stupid amount of wooden scaffolding and a lot of precision pumping of magma and water, the block was dropped with a single pull of a lever (and at least a full minute at zero FPS, I was growing quite concerned). The thud was surely felt as far away as the mountainhomes and must have made all the various animalpeople in the region shit themselves.

The next step will be making enough obsidian blocks to make the span and the top structures, like watch towers and the like. With ready access to magma and water this shouldn't take too long.
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Button

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Re: What's going on in your fort?
« Reply #42706 on: August 13, 2015, 09:39:34 am »

(is there a way to rename fortresses, with dfhack or otherwise?)

If you prepare carefully for embark, you can rename both your new fortress and your expedition name.
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Whodunnit

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Re: What's going on in your fort?
« Reply #42707 on: August 13, 2015, 11:23:45 am »

If you prepare carefully for embark, you can rename both your new fortress and your expedition name.

That I know but I forgot to do that for this embark. What I want to know is if there is a way to rename an already existing fortress.

It's not a big deal, but "Tinprince" doesn't really convey the majesty and menace that a big honking bridge made of black obsidian deserves.

I do have cassiterite on the map so perhaps I'll decorate it in lots of tin thingies.
« Last Edit: August 13, 2015, 11:25:43 am by Whodunnit »
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PyroTechno

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Re: What's going on in your fort?
« Reply #42708 on: August 13, 2015, 11:28:39 am »

« Last Edit: August 13, 2015, 12:52:24 pm by PyroTechno »
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Spehss _

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Re: What's going on in your fort?
« Reply #42709 on: August 13, 2015, 01:22:21 pm »

Preparing to embark to a site at the side of a road connecting my dwarven civilization to the local human civilization.Minetax, settled by the Beards of Wasps, will act as a mighty outpost for trade between the humans and the dwarves. It's in the midst of a rocky wasteland, next to the source of a stream, and features a nearby tower for neighbors. Also there's no metal on the map except galena and sphalerite, according to DFHack. Fighting off any undead sieges ought to be interesting. hink I'll try weaponizing lead minecarts.

Worth noting is that my embark party brought a barrel of 15 prepared cat intestines for food. Ah, smells like Dwarf Fortress.
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SyrusLD

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Re: What's going on in your fort?
« Reply #42710 on: August 13, 2015, 03:04:34 pm »

Going by experience, menacing spikes - especially if it is 1380 (138 traps) of them - do quite a decent job. Upright Spikes linked to a lever in your dining room...lots of FUN for the FUN!


Violentlash. Such a wonderful place.
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PyroTechno

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Re: What's going on in your fort?
« Reply #42711 on: August 13, 2015, 03:10:06 pm »

Preparing to embark to a site at the side of a road connecting my dwarven civilization to the local human civilization.Minetax, settled by the Beards of Wasps, will act as a mighty outpost for trade between the humans and the dwarves. It's in the midst of a rocky wasteland, next to the source of a stream, and features a nearby tower for neighbors. Also there's no metal on the map except galena and sphalerite, according to DFHack. Fighting off any undead sieges ought to be interesting. hink I'll try weaponizing lead minecarts.

Worth noting is that my embark party brought a barrel of 15 prepared cat intestines for food. Ah, smells like Dwarf Fortress.

You have galena, so you can still do silver blunt weapons, and leather armor is fairly easy.
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PyroTechno

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Re: What's going on in your fort?
« Reply #42712 on: August 13, 2015, 03:26:09 pm »

Going by experience, menacing spikes - especially if it is 1380 (138 traps) of them - do quite a decent job. Upright Spikes linked to a lever in your dining room...lots of FUN for the FUN!


Violentlash. Such a wonderful place.

Wargolds currently possesses over 800 steel spears (I let the forges go on auto for a bit too long).

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NESgamer190

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Re: What's going on in your fort?
« Reply #42713 on: August 13, 2015, 04:01:23 pm »

At minebolted (the latest fort), I seem to have hit the magma sea at a z-level of 92.  Well, I thought I had only hit a magma pool, not the whole blummin' sea!  I got a bad feeling about how deep the world really is...  On the bright side, project get magma to the fort is a go!
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PyroTechno

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Re: What's going on in your fort?
« Reply #42714 on: August 13, 2015, 05:33:23 pm »

At minebolted (the latest fort), I seem to have hit the magma sea at a z-level of 92.  Well, I thought I had only hit a magma pool, not the whole blummin' sea!  I got a bad feeling about how deep the world really is...  On the bright side, project get magma to the fort is a go!

Or you got a thin spot in the crust, which isn't completely impossible.
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PyroTechno

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Re: What's going on in your fort?
« Reply #42715 on: August 13, 2015, 05:38:45 pm »

Going by experience, menacing spikes - especially if it is 1380 (138 traps) of them - do quite a decent job. Upright Spikes linked to a lever in your dining room...lots of FUN for the FUN!


Violentlash. Such a wonderful place.

Wargolds currently possesses over 800 steel spears (I let the forges go on auto for a bit too long).


Re: this.

« Last Edit: August 13, 2015, 06:03:48 pm by PyroTechno »
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Dozebôm Lolumzalìs

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Re: What's going on in your fort?
« Reply #42716 on: August 14, 2015, 10:10:15 am »

Tosedfikod, the newest dwarven outpost, was doing well.  They had walled off a small section of the hills for pastures, farms, and beehives.  Their bedrooms were meager, but rather large, and had doors.  Work was progressing on the extra-high ceilings for the main commons and dining hall, and the expedition leader was planning some additions to every bedroom, giving each dwarf their own personal dining room and statue garden, as well as an office for those dwarves so inclined.

Then the zombies came.

Thankfully, the warning came early enough, and the fisherdwarves sprinted inside as the lever was pulled.  Unfortunately, they couldn't tell if the drawbridge would make a perfect seal, preventing the zombies from coming inside.  While the zombies were distracted by some gray langurs and somebody's pet goose, the dwarves hurriedly blocked off the bridge with sturdy stone blocks.  Thankfully, the bridge was out a few feet from the main rectangular structure, and they could seal themselves off by simply completing the rectangle.

Now, as the small horde lurches outside, the dwarves of Tosedfikod scurry around, farming and brewing and cooking, for sure, but also crafting and forging and smelting, for happiness.  And the militia is raised.

Two dwarves have military skills.  One hunter, from the original party of seven, and one macedwarf, who was "drafted" into weaving when he arrived.  Now they are activated into the militia, and hone their skills.  Fortunately, maces and crossbows are excellent weapons against the undead.  And the mason?  He plans...
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NESgamer190

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Re: What's going on in your fort?
« Reply #42717 on: August 14, 2015, 11:42:54 am »

So far, the automated cart extractor isn't quite perfected yet...  I had miscalculated oh so slightly on the force and friction, and as a result, can't get up enough ramps yet.  I didn't expect magma to slow the cart down that much.  Hopefully, a redesign won't be necessary, but if it must be done, so be it for the fort.
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Dozebôm Lolumzalìs

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Re: What's going on in your fort?
« Reply #42718 on: August 14, 2015, 12:08:31 pm »

Edem Sibrekmurak, the bookkeeper, has mastered Record Keeping.  He says that was very satisfying.  He has overseen the fortress from his office overlooking the residential areas for months now.  Work progresses on the residential expansion, some civilians hone their dabbling fighting skills (just in case), and the militia keeps training.

Timber 17th:

The expedition leader started a party in his statue room.  Though there isn't much space, Thob the manager, Atir the doctor, Sazir the farmer, and Edem the bookkeeper show up.  That's all of the original seven, except for Mebzuth the mason and Ingish the marksdwarf.  Both are working hard.

The soap maker works glass, making windows for everyone's statue gardens.  Currently, only a few people have statues, but Mebzuth's working on it.

The only problem with this picture are the zombies shuffling around outside, occasionally running after wild animals and smashing them.  I'm sure glad a necromancer didn't come...  *shudder*  With the number of corpses around here, that would be horrible.
« Last Edit: August 14, 2015, 12:47:43 pm by jwoodward48df »
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Quote from: King James Programming
...Simplification leaves us with the black extra-cosmic gulfs it throws open before our frenzied eyes...
Quote from: Salvané Descocrates
The only difference between me and a fool is that I know that I know only that I think, therefore I am.
Sigtext!

malimbar04

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Re: What's going on in your fort?
« Reply #42719 on: August 14, 2015, 12:18:08 pm »

I decided to put my werecavy goblin to good use killing undead (1 at a time of course). First test resulted in an epic battle of werecavy goblin vs undead dwarf Oddom Medtobaval. Seems a Werecavy is not as amazing as I had hope. Now I have to cage this undead again. Damn. 
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No! No! I will not massacre my children. Instead, I'll make them corpulent on crappy mass-produced quarry bush biscuits and questionably grown mushroom alcohol, and then send them into the military when they turn 12...
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