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Author Topic: What's going on in your fort?  (Read 6121950 times)

bremarv

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Re: What's going on in your fort?
« Reply #7245 on: October 23, 2010, 05:48:51 pm »

Recently killed a fb with deadly dust or vapors or something. having read the horror stories of entire fortresses rotting, i got nervous when all my military became sleepy, blind and covered in wounds shortly after the fight. Turns out they where covered in blisters, but it went away after a good nap and the occasional dwarf covered in blisters have become just another part of the daily life at Twinklecrypt.

Last year my fort got big enough to be sieged and  when the human caravan and kobold thiefs that marks the start of the goblin season showed up this year, I decided to be carefule with surface activity to avoid the normal 5-10 dwarfs I loose

Usually through the goblin season I loose 5-10 dwarfs to ambushes and sieges. When the signs of incoming goblin season showed up (human caravan and kobold thieves) this year I decided to be more carefull, meaning closed bridges and guards around when I am letting caravans and immigrants in, so when the humans are past my outer gate/bridge i order the dwarfs to close the bridge. turns out the leaver was linked to the inner bridge, so parts of the caravan got dumped in the river. Added lever for outer bridge and marked the difference in the notes.

Also managed to plug the biggest aquifer breach. Work on the pump stack is progressing, but have slowed down a bit due to lack of magma safe blocks.
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the future isn't the present on steroids. The future is a mutated bacteria that you never saw coming. - Annalee Newitz
there are certain rooms that should not have lava moats. Namely danger room, and daycare rooms.
I prefer dwarves for some things. Like not laying eggs.

Eric Blank

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Re: What's going on in your fort?
« Reply #7246 on: October 23, 2010, 07:00:59 pm »

All but three of the migrants are dead, those three being an orphaned child of the first family, the husband from the second couple, and a now crippled militiaman/stoneworker. The smith is perfectly ecstatic within his appartment.
Beak dogs are terrifying, even though they're rainbow-striped weirdos.

The only hope for the overfort is for more migrants to come and provide the manpower to save these lowly fools and escort everyone down 70 z-levels to the new area being dug out for the fortress proper. I expect unparalleled trouble, and quite possibly for the first time ever in the history of DF: a serious threat, from the kobolds in the future. I can't protect the stockpiles or anyone above ground currently, and I won't be able to until I can create a living fortress below ground with some sort of defenses.
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I make Spellcrafts!
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.

Korbac

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Re: What's going on in your fort?
« Reply #7247 on: October 23, 2010, 07:04:23 pm »

Just using the arena (well, it's got a fort in it!) to test out a war between my slim four - armed people and my stocky, muscular humans. Damn fun!  :)
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Beardless

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Re: What's going on in your fort?
« Reply #7248 on: October 23, 2010, 07:05:40 pm »

Sure enough, it took me another two hours to finish my embark preparations. (Later discovering that a full half of the skills I brought were unecessary. I thought you needed Novice+ skill to build most workshops but apparently that's not true.) This world has the dwarfiest civ names. I had a hard time deciding between The Hot Boulder and The Thundering Avalanche, but ended up going with The Craterous Lancer because they were the only dwarves that had more than one site. Specifically, the fact that said second site was a dark tower. 8)

Found myself a nice terrifying location in the jungle on a neck of land between two rivers. The major river is in a 7-Z canyon, with a third minor river spilling into it from the canyon rim. The first thing that happened when I unpaused? Three alligators went over the edge. Beautiful.

Naturally, I decided to make my main entrance in the waterfall. It's going to take some work to build a permanent bridge since the river is 36 tiles wide at that point, but a temporary bridge upstream and scaffolding on the site itself brought me there with only a small delay. Strangely enough, the dwarves didn't like working in the waterfall itself. They keep claiming the worksite is submerged. ::)

This "terrifying" site hasn't lived up to the tales I've heard on the forum so far. The scariest thing I've seen was the kitten I brought. Three days after embark, he'd already killed ten demon rats, three lungfish, and a two-legged rhino lizard.

And a tigerfish went over the edge while I was typing this. Seriously considering training my dwarfs in swimming so I can harvest all those yummy animals that keep going over the waterfall.

Oshi-- Elephants incoming!
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So it turns out that dumping magma on skeletons is either a really bad idea or maybe like the best idea ever.

Eric Blank

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Re: What's going on in your fort?
« Reply #7249 on: October 23, 2010, 07:24:33 pm »

I think it's over for the surface colony: buzzards came, stole the only plump helmets I'd managed to grow for them, the child can't even harvest the last one because there's a buzzard murdering the crippled soldier in his sleep. Migrants arrived immediately after I unpaused and the current worker came upstairs and ran the damn birds through, the over-fort may be saved. What the hell should I do now?
« Last Edit: October 23, 2010, 07:28:41 pm by Eric Blank »
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I make Spellcrafts!
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.

Clover Magic

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Re: What's going on in your fort?
« Reply #7250 on: October 23, 2010, 07:44:09 pm »

Fey mood!

...On my already legendary stonecrafter.

I'm sure he's happy with making a solid gold toy axe decorated with more gold and worth 144000 db, but....really?  That was more worthless than a possession.
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Drakeero

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Re: What's going on in your fort?
« Reply #7251 on: October 23, 2010, 08:02:29 pm »

PerplexedRooms is about to get a new policy.  A very low tolerance "Break these rules, you suffer the consequences".  If for some reason you are caught for too long outside the defensive measures without good reason, you will be locked outside even if you are legendary in a useful skill.  You will have to survive the zombies or wait for a caravan.  If you bring a pet, expect the pet to be killed.  If that pisses you off, redirect your complaints to the legendaries waiting down the hall in the barracks.  Sleeping in the hospital without any actual wounds too many times? You will be locked in. [Exception, you have not been assigned a room yet.]  Stay in the hospital for too long to recover from minor wounds? Door lock.

The mountainhomes have a public display of our population cap requests.  Failure to comply will most likely result in your death unless you are REALLY REALLY useful.  Try at your own risk.

I'll post more rules in my fortress as I go along.  I wonder if I'll have any dwarves left before long...

I also noticed that some dwarves... if they start to give me trouble with little AI quirks they'll usually keep giving me AI quirks.
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Cage traps are my magma.

Killing Time

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Re: What's going on in your fort?
« Reply #7252 on: October 23, 2010, 08:22:09 pm »

For some reason it takes my doctors months to apply a plaster cast. My Captain of the Guard needed three (courtesy of the horrific goblin weapon known as the iron whip). She lay in the hospital for a year waiting for the idiots to get the casts on before finally just getting up and leaving without them.
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Eric Blank

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Re: What's going on in your fort?
« Reply #7253 on: October 23, 2010, 08:49:38 pm »

With a total of 25 new migrants, I expect to have everything under control shortly. The only problem being that the third caverns, where I want to set up my farms, is almost completely vertical; I was lucky enough to have dug up under the one decent farming area, but there's almost nothing else that I can do with them, it would even be far too much of a chore to wall them off anytime soon.

I need the dorfs to finish moving goods to the new fort so I can begin work on anything useful.

And so a werewolf kills our brand new high master blacksmith. We sure are lucky...
« Last Edit: October 23, 2010, 09:00:53 pm by Eric Blank »
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I make Spellcrafts!
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.

hamburgerfan

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Re: What's going on in your fort?
« Reply #7254 on: October 23, 2010, 10:03:29 pm »

Is Townbrush still around?
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Eric Blank

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Re: What's going on in your fort?
« Reply #7255 on: October 23, 2010, 11:55:48 pm »

Last update on it, yes, it's still alive and kicking and screaming.

And my fort is too, somehow. Don't think I've played this much of a walking failure of a fort in a LONG time.
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I make Spellcrafts!
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.

Double A

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Re: What's going on in your fort?
« Reply #7256 on: October 24, 2010, 12:16:38 am »

Holy crap I just found at least 2 veins of casserite and another 3 of hematite.

Although, I have yet to find a single vein of bitumitous coal or lignite, but that may be because I'm in the wrong biome.

Anyway, I'm trying and failing to get my marksdwarves to actually DO something with the ammo and crossbows they possess. I have 10 archery targets in separate rooms/ranges set up. Because when I had them in one room only one guy would use them. And they still don't work.
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Please, take a moment of silence for all the venerable old threads rendered unintelligible by the Great Photobucket Dickification of 2017. So much was lost.

AngleWyrm

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Re: What's going on in your fort?
« Reply #7257 on: October 24, 2010, 01:00:01 am »

Mid Spring of 107 in the Town of DreamLetter, pop. 140

Miasma everywhere! I think it's bloody vermin rotting. Curiosity has killed the cats, as they seem to want to observe what goes on in the danger room. I'm anxiously awaiting a new batch, either with the next wave of immigrants or when my caravan comes in. Never had to order cats before.

A pair of ambushes killed half a dozen of the workers, and put several more in the hospital. To make matters worse, I've been ignoring the food rations, and everyone is complaining of eating just plump helmets and ale. That and the miasma problem has caused at least one tantrum, one dwarf in jail for disorderly conduct and a bunch of unhappy dwarves.

I've ordered the planting of a field of Sweet pods and another of Quarry bushes, to get some variety into their diet, and butchered a couple cows. Hopefully the variety will stave off a tantrum spiral until my feline brigade arrives.
« Last Edit: October 24, 2010, 01:32:06 am by AngleWyrm »
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Clover Magic

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Re: What's going on in your fort?
« Reply #7258 on: October 24, 2010, 02:40:44 am »

The might of Frozentombs six-dwarf army has been tested by two ambushes!  The first trial run of the military was successful.  There is now a goblin foot stuck on the roof of the gatehouse, the captain is good with that sword.

Now, just need more migrants to expand this army...and hopefully I'll use the busy-expedition-leader thing to secure myself as a Barony, and then this will be a true fort and not just a hole in the ground.
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Pukako

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Re: What's going on in your fort?
« Reply #7259 on: October 24, 2010, 03:08:22 am »

Got 31.16 working tolerably on my wife's 6 year old baby laptop while mine's away getting a new hard drive.

Waywires (or Hamlet, as it is partially called in dwarvish) is going swimmingly. 

Accidently started digging at the far left of the area, so there's only one horizontal direction to expand in; troubled by kobold thieves, who are actually managing to keep the cat population down; rhesus macaque assault coincided with first caravan, so monkey bits all over the map; expedition leader just got possessed - ran to a masons, grabbed the closest material (a piece of lignite) and makes an armour stand of it.

Only have 23 dwarves, but have 4 smelters and 2 forges working fulltime.  Everyone very busy.  But looking forward to a new shipment of slaves migrants.

Edit: Just got 29 immigrants - maybe a few too many....
« Last Edit: October 24, 2010, 03:25:35 am by Pukako »
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Because DF players are heavily into pain.
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