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Author Topic: What's going on in your fort?  (Read 6229592 times)

BodyGripper

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Re: What's going on in your fort?
« Reply #57375 on: September 17, 2023, 01:33:45 pm »

I don't think he's a werebeast, as he's been here for quite a few years with no transformation.  I'm thinking it may have more to do with having reclaimed the Fortress at one point - IIRC, that causes some non-citizens to be marked as "Hostile", even though they're peaceful.
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callisto8413

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Re: What's going on in your fort?
« Reply #57376 on: September 17, 2023, 06:17:47 pm »

My story has slowed down a tad because of life and werebison.   I hate were-beasts!
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The most EVIL creature in Dwarf Fortress!

TheFlame52

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Re: What's going on in your fort?
« Reply #57377 on: September 17, 2023, 06:37:30 pm »

I almost always play with them off. They just aren't fun. Not even !!FUN!!.

dikbutdagrate

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Re: What's going on in your fort?
« Reply #57378 on: September 18, 2023, 04:20:31 pm »

Got a family of what are now werepanther cyclopes, I got them all caged, but I'm not sure what to do with them. 
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TheFlame52

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Re: What's going on in your fort?
« Reply #57379 on: September 18, 2023, 08:27:05 pm »

Regenerating cyclopes! Do you have any enemies to unleash them on?

callisto8413

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Re: What's going on in your fort?
« Reply #57380 on: September 18, 2023, 08:32:22 pm »

Got a family of what are now werepanther cyclopes, I got them all caged, but I'm not sure what to do with them.

Weaponized werebeasts can be fun.  Just have them in a room linked to the surface with a airlock.  The second there is a army outside who you don't like....release the were.
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SaberVS7

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Re: What's going on in your fort?
« Reply #57381 on: September 19, 2023, 12:19:51 am »

So, my current fort had a werebeast attack

Immediately, seeing its close proximity to the entrance castle, I had the gate sealed to ensure the safety of the townsfolk, activated the Burrow, and locked the hatches for good measure. Unfortunately, I was not aware that a Legendary Planter was outside at the time, who had now volunteered himself for the Dwarven Space Program.



The Urist I mission unfortunately ended in failure as our Cosmonaut failed to achieve Exit Velocity and instead landed in the river. It is unfortunate that this happened and we wish we could've saved him, but as Effective Altruists our resources were better spent trading with the Merchants down below in the foyer - One death is a tragedy, but the Certified Pre-Owned Iron and Copper arms and armor we were selling below the surface would save far more lives in the long term.

Meanwhile, below, two Entry Level employees with ten+ years of experience failed to clock in for their shifts, faking sickness by being drained of blood in their Podhomes. Needing to hold someone accountable for this Time Clock Theft the Captain of the Guard diligently proceeded to interrogate the first dwarf he could find with a Dress Code Violation several times until the scum confessed to stealing an artifact a century ago. Captain Lolor had found the worst kind of criminal: A socialist. Clearly one one of Urist Bibaniden's 87,000 new tax-collectors.





Naturally, as Taxation is Theft, this criminal scum was sentenced to 60 hammerstrikes for this horrific crime and mandated to attend a 260 day seminar warning against the dangers of unionization for their role in the truancy of the two workers. Once this rehabilitation has been concluded, HR has determined that this employee will be assigned to Lever Duty for the remainder of their indefinite contract.

Unfortunately, the Teamsters who were handling our Outside Logistics were not fond of the Security Lockdown of the office that had been enacted to protect the workplace from the Werebeast threat outside, and while taking an unauthorized tour of the lower mines, one of them proceeded to take their socks and shoes off and accost a member of his own armed security detail with the footwear. The attempted rioter was swiftly put down by said brave security-volunteer (We back the Steel in this fortress), and the lockdown was lifted to prevent further unrest. Unfortunately however, one of the other merchants tripped leaving the warehouse and drowned in the moat before drainage procedures could be executed, leaving their pack-camel loose which was described now as "running around crazed" in the field.

As a result of this werebeast attack, five dwarves had tragically lost their lives without any combat having been reported with the monster. After an initial disciplinary-investigation by HR into the five terminated employees, it was determined that the werebeast reported outside the fortress had fallen into the river and drowned before the castle-gate was even closed. Following this finding, it was determined that any AD&D Claims pertaining to these five dwarves were not the fault of the company, and as such the claims have been rejected, and pensions and life-insurance policies for the affected have been terminated with-cause.

Fortunately, it was determined that all this quarter's exports had safely exfiltrated from the grounds, and that the two decedent merchants and the loose pack-animal were not carrying any of our product.



Another profitable day in Cobaltmine!
Cobaltmine is a wholly-owned subsidiary of Deep Rock Galactic GmbH, All Rights Reserved

Sure, five dwarves died needless deaths, but we created a lot of value for shareholders.
« Last Edit: September 19, 2023, 12:25:18 am by SaberVS7 »
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Eric Blank

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Re: What's going on in your fort?
« Reply #57382 on: September 20, 2023, 04:55:16 pm »

Fire breathing flying forgotten beast got into the fort over the walls of the third cavern, and has set fire to the cave lichen and killed several dwarves. Unfortunately there were plenty of victims because the upper level of the walls and a trap hallway for access to the outside were under construction. Now that the lichen is on fire, the FPS has dropped to less than one frame every other second, at best, while the game is unpaused.

The beast itself got caught in the stairwell and hacked apart by the first two militia dwarves that showed up on the level above it.

Its just so slow now. Not sure if dfhack has actually been updated for 50.10, so i have no way to extinguish the fire. There are still four dwarves trapped in the cavern on the lichen bed, and cut off from any route of escape. So the screaming isnt over yet.

[edit]

Most of them survived, im guessing a route between the flames opened up and they took it. Only an armorer was lost.
« Last Edit: September 20, 2023, 08:21:51 pm by Eric Blank »
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nezclaw

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Re: What's going on in your fort?
« Reply #57383 on: September 22, 2023, 02:52:04 pm »

i have a fort that was a bit slow to get going, (it took me about a year to even get underground because of aquifers) and so most of the fort is still above ground next to the wagon. including the tavern. i also don't have any sort of military or defenses set up aside from a partial wall around the area, no dwarven atom smashers, no IRON anywhere on the map...

Naturally i get a goblin siege. Fortunately the siegers were mostly recruits and the dwarves were able to eliminate them (albeit with heavy losses). sadly, because they were recruits they didn't have much in the way of decent goblinite.

[EDIT] now there's a giant. we may be in trouble

[EDIT 2] there is no longer a giant LMFAO

I don't think he's a werebeast, as he's been here for quite a few years with no transformation.  I'm thinking it may have more to do with having reclaimed the Fortress at one point - IIRC, that causes some non-citizens to be marked as "Hostile", even though they're peaceful.
fun fact! these "Hostile" entities still accumulate stress! i had a "hostile" siege engineer go berserk because of stress and had to dfhack him out of it. he went back to standing around where he was before. i've got a couple others wandering around the fort, stark naked, and I haven't killed them because of how loyalty can be fucky sometimes.
« Last Edit: September 22, 2023, 03:15:13 pm by nezclaw »
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After the fire had burned down all of the wooden next boxes on the surface, Mottled Petrel was reluctant to replace them with more wooden nest boxes. Instead, he placed the remaining store of wooden nest boxes in the dormitory for any aspiring koopa mothers.

The nest boxes were immediately overrun by helmet snakes.

Splint

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Re: What's going on in your fort?
« Reply #57384 on: September 22, 2023, 03:01:49 pm »

So, my current fort had a werebeast attack

Immediately, seeing its close proximity to the entrance castle, I had the gate sealed to ensure the safety of the townsfolk, activated the Burrow, and locked the hatches for good measure. Unfortunately, I was not aware that a Legendary Planter was outside at the time, who had now volunteered himself for the Dwarven Space Program.



The Urist I mission unfortunately ended in failure as our Cosmonaut failed to achieve Exit Velocity and instead landed in the river. It is unfortunate that this happened and we wish we could've saved him, but as Effective Altruists our resources were better spent trading with the Merchants down below in the foyer - One death is a tragedy, but the Certified Pre-Owned Iron and Copper arms and armor we were selling below the surface would save far more lives in the long term.

Meanwhile, below, two Entry Level employees with ten+ years of experience failed to clock in for their shifts, faking sickness by being drained of blood in their Podhomes. Needing to hold someone accountable for this Time Clock Theft the Captain of the Guard diligently proceeded to interrogate the first dwarf he could find with a Dress Code Violation several times until the scum confessed to stealing an artifact a century ago. Captain Lolor had found the worst kind of criminal: A socialist. Clearly one one of Urist Bibaniden's 87,000 new tax-collectors.





Naturally, as Taxation is Theft, this criminal scum was sentenced to 60 hammerstrikes for this horrific crime and mandated to attend a 260 day seminar warning against the dangers of unionization for their role in the truancy of the two workers. Once this rehabilitation has been concluded, HR has determined that this employee will be assigned to Lever Duty for the remainder of their indefinite contract.

Unfortunately, the Teamsters who were handling our Outside Logistics were not fond of the Security Lockdown of the office that had been enacted to protect the workplace from the Werebeast threat outside, and while taking an unauthorized tour of the lower mines, one of them proceeded to take their socks and shoes off and accost a member of his own armed security detail with the footwear. The attempted rioter was swiftly put down by said brave security-volunteer (We back the Steel in this fortress), and the lockdown was lifted to prevent further unrest. Unfortunately however, one of the other merchants tripped leaving the warehouse and drowned in the moat before drainage procedures could be executed, leaving their pack-camel loose which was described now as "running around crazed" in the field.

As a result of this werebeast attack, five dwarves had tragically lost their lives without any combat having been reported with the monster. After an initial disciplinary-investigation by HR into the five terminated employees, it was determined that the werebeast reported outside the fortress had fallen into the river and drowned before the castle-gate was even closed. Following this finding, it was determined that any AD&D Claims pertaining to these five dwarves were not the fault of the company, and as such the claims have been rejected, and pensions and life-insurance policies for the affected have been terminated with-cause.

Fortunately, it was determined that all this quarter's exports had safely exfiltrated from the grounds, and that the two decedent merchants and the loose pack-animal were not carrying any of our product.



Another profitable day in Cobaltmine!
Cobaltmine is a wholly-owned subsidiary of Deep Rock Galactic GmbH, All Rights Reserved

Sure, five dwarves died needless deaths, but we created a lot of value for shareholders.

God that was funny to read. Little stories from people like this remind me why I still love this game, even if the most recent update put me off. Also I'm obligated to say this in response to part of that last bit.

Rock and stone, brother.

sodafoutain

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Re: What's going on in your fort?
« Reply #57385 on: September 22, 2023, 03:42:07 pm »

Current fortress is built atop a plateau made entirely of marble. I thought it was cool at first, because I'm a known marble lover, and I still have some soil to grow food. I wasn't aware of the fact that there was not a single goddamn sedimentary layer from the sky touching Armok's eyes down to his weird blue armpit hairs. So that means very little iron, and hard pressed for natural coal. Blessed be the man who elucidated me to bringing the ores to make bronze on embark rather than any chickens or something flowery like that, because otherwise I'd have nothing to make weapons out of. Now I just need to train up a good enough army to go piss off some goblins, direct them through a blessed hall full of traps, and then profit off the iron they seem to have in spades.
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I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.
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Telgin

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Re: What's going on in your fort?
« Reply #57386 on: September 22, 2023, 11:38:35 pm »

I stopped playing DF before the whole offsite raiding and combat system was implemented, so most of the time I forget it's even a part of the game anymore.  I've literally never used it before today.

Today, four goblin thieves managed to sneak into my kobold fort of Relicscales (effectively modded dwarves instead of vanilla kobolds).  Three of them somehow managed to get down into my dining room before anyone spotted them, despite lots of kobolds and animals hanging around the entrance.  Unfortunately, the fourth goblin was smarter and hung around the surface, where he grabbed one of my kobold whelps and made off with her.

That reminded me that the offsite raiding was a feature.  I immediately ordered my 6 soldiers to go retrieve her.  The first two attempts to create a mission to rescue her just resulted in the soldiers returning with no report after a few days.  So, I got angry and decided to just raid the goblin pit of Badgoad directly.

This time they came back, all unharmed, with the whelp in tow and a pair of copper chain pants.

I wasn't really sure what to do with my fort later, but I think I'm going to make it a point now to build up a larger military so I can raze Badgoad, and any other goblin pits that might manage to do any harm to me.
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Kat

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Re: What's going on in your fort?
« Reply #57387 on: September 23, 2023, 10:36:28 am »

a giant has arrived carrying a slab engraved with the secrets of life and death.

Oh dear.
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Urist Mchateselves

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Re: What's going on in your fort?
« Reply #57388 on: September 23, 2023, 10:57:17 am »

a giant has arrived carrying a slab engraved with the secrets of life and death.

Oh dear.

I didn’t know Toady added Amazon express shipping to dwarf fortress.
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If you're so sure that you're gonna end up killing all of dwarven civilization, why not make a statue depicting 2147483647 dead dwarves, all of which are burning? Name it something good, like Deaddead the Dead Dead Dead-Dead of Dying. Just put it in the main hall or something, as a grim reminder that they're all gonna die.

Salmeuk

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Re: What's going on in your fort?
« Reply #57389 on: September 23, 2023, 05:27:43 pm »

a giant has arrived carrying a slab engraved with the secrets of life and death.

Oh dear.

i think I remember this episode of attack on titan
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