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Author Topic: What's going on in your fort?  (Read 6210496 times)

MaxDemone

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Re: What's going on in your fort?
« Reply #57630 on: October 19, 2024, 09:46:51 pm »

I started a whole new world so my current fortress started right at year 100. Pagepastime has been mostly uneventful. End of our second year our carpenter enter a Fey mood and claim the carpentry workshop but we had NO silk cloth for her. With the next caravan months away,  Dwarves began immediate deepening the mines downward through two caverns until they found a third FULL of giant cave spider web. She was satiated and created a grand bed to become legendary.
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amade

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Re: What's going on in your fort?
« Reply #57631 on: October 20, 2024, 12:57:23 am »

I haven't played in a while, so I the concept of agitated animals is new to me.

First was the flock of non-agitated keas, who stole a bunch of my embark food right at the start. Later and multiple times, a flock of agitated keas showed up, they caused some general nuisance, except they killed one of the pigs I embarked with. Most were killed when they tried to go for dwarves.

Later, an agitated raven got into the fortress, disrupting expansion of the living quarters. An 11-year-old dwarf got angry, charged in, snapped its wing, and ripped out its spine with his teeth at the cost of a broken nose.

An agitated opossum attacked some yaks, who didn't fight back, before going after a nanny goat who destroyed it with her horns. I may need more goats.

Lastly, an agitated porcupine chased off my stonecrafter from gathering fruit, whereupon the stonecrafter came back and proceeded to rip out the porcupines eyes with his bare hands to the point its skull was shattered.


I don't know which is more insane at this point, the animals or the dwarves.

At least they're not Giant Keas. They're the worst.

Quote
…had a literal hole in my defense in the form of an air well (to let the sun in to cure cave-adaptation) which let an agitated giant kea fly in and grab a child who was on the staircase by her legs, shook her about until the foot got ripped away from her, causing her to fall a few Z-levels down into the tavern, mangling several limbs.

The giant kea, still holding on to the foot, came down to finish her off, caused everyone to panic and scatter while some visiting mercenaries started ganging up on the giant kea and shooting bolts in a hall full of panicking people (I know, I know, bolts can't hit friendly units).

In their panic, some of the tavern goers started climbing up the air well until one of them got tired, lost their grip on the wall, fell and hit everyone on the way down. Many dwarfs fell on top of each other, causing many injuries and the death of one legendary armorer, a highly skilled gem setter, a farmer, and a visiting noble (the one who lost his grip on the wall).

Miraculously, the child who splatted on the tavern floor survived, thanks to a doctor who rushed to recover her as soon as the giant kea was dealt with, moments before the heap of tavern goers started falling from the air well. The doctors and surgeons patched her up, and she's still alive and living happily in my fortress, even though she's missing a foot.

I didn't close off the air well, but I took measures to prevent dorfs from falling too many z-levels down the air well as well as establishing a patrol route that wards off giant birds from getting close to the air well.

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BodyGripper

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Re: What's going on in your fort?
« Reply #57632 on: October 20, 2024, 04:13:36 pm »

I started a whole new world so my current fortress started right at year 100. Pagepastime has been mostly uneventful. End of our second year our carpenter enter a Fey mood and claim the carpentry workshop but we had NO silk cloth for her. With the next caravan months away,  Dwarves began immediate deepening the mines downward through two caverns until they found a third FULL of giant cave spider web. She was satiated and created a grand bed to become legendary.

Great artifact!  Hopefully she's not asleep when the Spider shows up...

The King and his Queen Consort live in Tinspun, along with their 11 children.  The eldest are teenagers, currently training under the militia commander.  Once they build up some skills, they will be given their own squads, and I'll start building up the army.  I've also let them spend some time as scholars, and a couple of them have written autobiographies.

Unfortunately I lost about a decade of progress in Tinspun, due to my save file being damaged in some way and no longer loading.  Rather than try to repeat all those years, I decided to retire the fortress and build a new palace for my royals to eventually move to.

A few tales from the "lost years":
  • The king eventually died, and I was very confused to see his consort's new title of "Militia Commander", since she was not part of my military.  It turned out, she served as a militia commander for our mortal enemies, the Reclusive Lashes!  I kept her around anyway, since her daughter was the new Queen.
  • I did eventually get sieges that contained legendary warriors from my previous fort, Torchsyrup.  Many of them wielded adamantine weapons and armor as well.  However, they proved to be much smarter than the hundreds of dwarven invaders I had trapped in cages - these ones climbed trees and managed to avoid almost every trap I'd laid out for them.
  • One of the few legendary warriors we actually managed to capture turned out to be the father of the former Queen Consort, and thus the grandfather of the Queen.


My new fortress is part of the same civilization as Tinspun (The Crystal of Barricades).  My new group, The Labors of Knowing, are building Violetbolt with the hope of it becoming the new Mountainhome and the economic center of the world.  The plan was for it to eventually be mostly above-ground, with a huge tower containing most of the important stuff.  A decade in, we've only got a few levels in the tower, and most of the fortress's economy is still underground.

My caverns are currently walled off, because I accidentally dug too deep and released some demons.  I'm building a substantial collection of caged human soldiers, so I'm working on a plan to release a bunch of them in the cavern to distract the demons while I try to seal off the underworld.
« Last Edit: October 20, 2024, 04:16:09 pm by BodyGripper »
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MaxDemone

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Re: What's going on in your fort?
« Reply #57633 on: October 21, 2024, 05:01:05 pm »

I just had a very comical thing occur.

On the 16th of Malachite 101, our Stone Carver Udib Kinglash, and our Blacksmith Tosid Trumpettick gave birth to their baby boy, Urvad Tombowns. On the 14th of Slate 102 they gave birth to their daughter, Kadôl Machinewinter, almost exactly nine months later. We got our first set of Catholic twins, lmao.
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Akura

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Re: What's going on in your fort?
« Reply #57634 on: October 24, 2024, 08:34:18 am »

A cyclops arrived. The slow response of the military getting ready resulted in the death of a child and the mayor, plus several baby pets. The mayor was also a legendary miner, who managed to wound the cyclops pretty good before dying. Further casualties were prevented when several children, teenagers mostly, started beating the crap out of the cyclops, keeping him down before one of the swordsdwarves finally showed up.

Almost immediately, a flock of kea people arrived, and the slowness of the military showed again. One keaperson was killed when a metalcrafter, a stonecarver, and speardwarf who forgot her spear but remembered her shirt ganged up on them to beat them to death. Another ran into one of the kids who fought the cyclops, who seemingly tore out the keaperson's throat.

All but one of the rest were killed by the military; they're slow to respond but do pretty good when they finally do. One is just flying around, fleeing instead of descending to attack.


EDIT: Had some kobold thieves show up. Normally this wouldn't even be worth mentioning, except I noticed they were a husband and wife duo. How cute. Like any other kobold encounter, there was absolutely no reason to do anything since it's just kobolds. Probably just hungry and desperate.


Then I see some combat reports. Turns out my militia on patrol caught up to them both. They... didn't make it off the map. Well, crap.
« Last Edit: October 26, 2024, 04:25:20 pm by Akura »
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amade

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Re: What's going on in your fort?
« Reply #57635 on: October 27, 2024, 01:29:55 am »

Had a nasty FB with poison breath come around and spewed it all over my (beak dog) cavern bait. Miraculously none of the militia I sent to deal with it got hit by the stuff, but every body part of the beak dog that was covered with the FB extract got swollen, then bled, then went rotten and emitted miasma. It survived, but after some months it started going pale, evidence of blood loss caused by infection.

But before it could die of blood loss, an invasion of rodent men appeared and killed it. Two of them had contact with the beak dog and started to show the same symptoms. One had punched, kicked, and bitten it, so all those parts started to swell and rot (because of their huge numbers, I didn't deal with them immediately and temporarily sealed off the caverns, giving time for the symptoms to develop). The other one had punched it so its hand swelled, bled and rotted, but eventually healed itself (rotten body parts can heal???).

Their weapons and shields however also got coated with the poison. Although mere hauling would not cause cross-contamination, I was still paranoid enough to dump it into water in the hopes that the contaminants could be washed off before I melt them. Turns out dumping into water won't remove contaminants, instead the items have to be on a dry tile before water washes over them for the contaminants to be removed.
« Last Edit: October 27, 2024, 01:31:28 am by amade »
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amade

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Re: What's going on in your fort?
« Reply #57636 on: October 28, 2024, 04:02:58 am »

I just finished cleaning up all the corpses from three years worth of sieges, and here comes a hundred gobbos on a hundred beak dogs, messing up my lawn again.
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jecowa

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Re: What's going on in your fort?
« Reply #57637 on: October 28, 2024, 04:45:18 am »

Maybe construct a sewage system to dispose of the corpses for you.
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amade

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Re: What's going on in your fort?
« Reply #57638 on: October 28, 2024, 05:56:48 am »

Not really feasible, since my "lawn" is the side of a volcano. Hard to control the flow of water/lava to sweep away the detritus of battle. I'm relying on the good ol' haul-it-one-by-one-and-toss-it-into-the-volcano method. Though I speed things up by designating a stockpile on every bit of carnage that's linked to a minecart that dumps into the volcano since dorfs place higher priority on putting stuff in minecarts over dumping items. Still takes a lot of time though.
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MaxDemone

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Re: What's going on in your fort?
« Reply #57639 on: November 05, 2024, 12:45:10 am »

The fortress of Twinklefences was formed by expedition leader Olin Pillarsilvers of The Knife of Leading on 23rd Hematite, 51. Over the next two years, it will be discovered that the greatest aquifer known to Dwarf is below us. That is several levels thick. We may never pass it. We have no natural metals but seemingly unending gemstones.
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brewer bob

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Re: What's going on in your fort?
« Reply #57640 on: November 05, 2024, 06:18:45 am »

Not really what's going on in a current fort, but I found this screenshot from an old fort and thought to share:



Suffering from a severed hand? No problem, just reanimate it like Shorast!

Salmeuk

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Re: What's going on in your fort?
« Reply #57641 on: November 06, 2024, 04:44:00 pm »

I'm playing as toad people, who are much smaller than dwarves.

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the giant bat throws the miner by the tongue with the giant bat's right hand

artists depiction:
Spoiler (click to show/hide)
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Scruiser

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Re: What's going on in your fort?
« Reply #57642 on: November 07, 2024, 09:57:57 am »

Finally got around to playing an extended game since the steam release.  And actually I think I hadn't played any major long running forts since prior to the justice system was released.  Highlights of this fort include:

  • I've got every industry I have raw materials for going.  I've walled off extensive above ground space for pastures for wool.  Loads of turkey for eggs.
  • I've had one theft I couldn't solve, and one theft that had 5 witnesses for the middleman dwarf but only the middleman accusing the visitor that instigated it.  In hindsight, I probably should have just had my military kill the Goblin with a job title of "criminal".
  • Visiting necromancer!  So far they are just enjoying the tavern, I'm worried they'll write something in the library... I have a lot of corpses lying around.
  • Up to year 7 with ~130 citizens and a count.
  • My library is up to 13 unique books with 3 copies each!
  • Military is up to 8 dwarves in an incomplete mix of bronze, steel, and leather.
  • I've got a 5 story tall surface tower in progress, wide enough to hold lots of pasture and 3 fruit bearing trees inside.
  • I've had one child go insane from seeing too many corpses in close succession, but otherwise I've avoided any deaths from unhappiness, and any deaths in general (I have drawbridges to close off from sieges and airlock the sieges in a few goblins at a time where extensive war dogs and a few military can pick them off).

Questions/thoughts about the current steam release:
  • Are instruments bugged?  I never see dwarves using them.  I've seen a few comments in forums and a mention on the wiki page about a bug that native musical forms all use foreign instruments so natively constructed instruments never get used.
  • I've found light aquifers are light enough you can let them naturally drip for an easy mist source!  No complicated perpetual motion machine+screw pump setup needed!
  • The new labor assignment system initially confused me, but I think I've gotten used to it and might actually appreciate the thematic flavor it is going for, enough to not simply install dwarf therapist and be done with it.
  • The steam military squad UI is a substantial improvement from the old UI, but still feels a bit finicky.
  • Lots of little things I don't know how to do in the steam version UI I have to look up, but once I know it does feel more intuitive than the old UI.
  • Is there anything to be done about the issue where goblins have a psychological need to drink alcohol but don't actually drink it out of lack of physiological need?

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anewaname

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Re: What's going on in your fort?
« Reply #57643 on: November 07, 2024, 11:38:21 am »

For the instruments, there is a bug talked about in this post and in the posts immediately following that one.
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There is something to be said about, if the stakes are as high, maybe reconsider your certitudes. One has to be aggressively allistic to feel entitled to be able to trust. But it won't happen to me, my bit doesn't count etc etc... Just saying, after my recent experiences I couldn't trust the public if I wanted to. People got their risk assessment neurons rotten and replaced with game theory. Folks walk around like fat turkeys taunting the world to slaughter them.

Salmeuk

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Re: What's going on in your fort?
« Reply #57644 on: November 07, 2024, 11:45:13 pm »

cow experiments

Spoiler (click to show/hide)

my current side project is translating various parts of the topkapı scroll into DF:

bathhouse
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patterned tombs
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