Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 5 6 [7] 8 9 ... 3844

Author Topic: What's going on in your fort?  (Read 6210621 times)

Askot Bokbondeler

  • Bay Watcher
  • please line up orderly
    • View Profile
Re: What's going on in your fort?
« Reply #90 on: October 30, 2009, 06:13:52 am »

just dug and partially filled a giantic multi-level cavern, then drained it and carved out a grand orthoclase entrance and placed the statues of the seven founding fathers and (n)oted them with their respective names. the cavern is filled with hidden tombs and mausoleums, a couple of lakes and a river running through.
the tower caps are sprouting. next i'm going to dig a multi z level city with industrial districts, religious districts, noble districts and a sewer complex, with three forts, one is the palace(the higher noble housing), the other is the military headquarters, and the other is the entrance to the gate to fun stuff... possibly this one will be hidden in the sewer

Voligne

  • Bay Watcher
    • View Profile
Re: What's going on in your fort?
« Reply #91 on: October 30, 2009, 07:39:25 am »

Could you post a save when your done?
Logged

Grendus

  • Bay Watcher
    • View Profile
Re: What's going on in your fort?
« Reply #92 on: October 30, 2009, 11:05:10 am »

Sigh, one of my novice wrestlers randomly pathed outside (dunno why they do that) during an orc siege, wandering past my hammerdwarves waiting in ambush, then charged headlong into the orc siege to defend the fort. I shoulda let him die, but I'm too nice so I ordered my hammerdwarves out. He got a brown spine wound, fortunately his squad is going to be marksdwarves. Still, I think I may just make him a hauler, I don't want a marksdwarf who routinely passes out.

At least my hammerdwarves proved themselves. This was their first time in battle, but it looks like making deep steel and regular steel armor was worth the effort. No injuries, and the orcs were completely butchered.
Logged
A quick guide to surviving your first few days in CataclysmDDA:
http://www.bay12forums.com/smf/index.php?topic=121194.msg4796325;topicseen#msg4796325

slink

  • Bay Watcher
  • Crazy Cat Dwarf
    • View Profile
    • Slink's Burrow Online
Re: What's going on in your fort?
« Reply #93 on: October 31, 2009, 04:21:02 pm »

Today in Icywaters, we burned down the fortress.  Okay, that is not completely accurate because it is dug in dirt and stone, but burned out would be close to the truth.

We had gotten what seems to me more than our share of Vile Forces of Darkness that year, which mostly exhausted themselves on our traps.  The remainders who actually entered the fortress were shot by the waiting marksdwarves, who suffered some casualties because of being on the same level and not behind a fortification.  You see, Icywaters is on the frozen shores of an Arctic ocean, with one magma pipe and two or three layers of aquifer.  My usual gate design would put the marksdwarves outside in the freezing cold, so we reverted to an older, less defensible, design.

At any rate, we cleaned up the goodies from the most recent seige just as the Dwarven caravan for that year was arriving.  It was with delight and anticipation that we carried narrow silk goods to the depot, to trade for many barrels of booze, stacks of lumber, and even the odd bar of charcoal.  Just as the traders were getting down to serious bargaining, a dragon arrived!

We hurried through negotiations and everyone rushed to move our oh-so-flammable cargo further into the fortress, but to no avail.  The dragon entered the corridoor with the traps, and although he was killed outdoors his fiery breath ignited the depot and all of its occupants and contents.

Following this, the tragedy escalated.  Frantic Dwarves rushed to save the goods, and then ran flaming through the fortress.  The depot was an inferno of burning wood and molten metals.  More Dwarves raced to save their fallen friends, some of whom had been overcome by the heat but not set on fire.  These likewise fell or returned in flames.  The only way in or out of the fortress was through the burning depot.

Because the burning and molten objects were in the depot, I was having trouble forbidding them, so I tried to get the depot taken down.  Eventually that did work.  By that time I had also found a miner whose body and wits were both intact, who was able to widen the passage so not everyone who tried to enter or exit was automatically set on fire.

The wounded lay on their beds, begging for water, but the only buckets had been wooden and apparently burned when a flaming Dwarf laid hands on them.  I pressed a Clothier into service to make some buckets of iron, and after several drinks this was accomplished.  A Stoneworker volunteered to begin making more coffins, as we had not thought to need so many so soon. 

Several Dwarves went mad, of course.  The Mayor, who had survived nicely on account of being chased around the fortress by the Outpost Liaison while the fire was raging, finally flung himself on the smouldering ruins of the depot.  It is not known what happened to the Liaison, but I suspect he escaped the fortress at that point.

During the worst of the fire, some migrants arrived.  I can only imagine their thoughts as they came over the crest of the hill.  "That must be our new home, that place with the pillar of smoke arising from the entrance?"  Amazingly, most of them entered the fortress without catching fire, although some returned to try to carry goods and went the way of many of the established residents.

Not only had we lost the wood and barrels for which we had traded silken clothing, but we also lost the silken clothing, and some of the bins in the finished goods stockpile that caught fire when some Dwarf managed to stagger there carrying a burning object.  Or perhaps a Dwarf bodily set the stockpile on fire.  There were enough burning Dwarves to have done that damage.  We were lucky that our artifacts survived.

Time heals all wounds, they say.  We rebuilt the depot a little too late for the Elven caravan, and for some reason one Elf stayed behind when the others left.  He and his donkey have both been consumed by melancholy.  The Humans have arrived now, and we hope to trade what silken clothing we have left to get more wood.

Two piles of charcoal still smoulder on the site of the old depot, a grim reminder not to underestimate a dragon.

Death toll: 73

burned to death: 1
died in the heat: 35
died of thirst: 1
starved to death: 2
bled to death: 34

Edit:  The saga continued.

Some of my Dwarves, being too lazy to drag the loot from the melancholy donkey back to the fortress before consuming them, went to drink at the far edge of the map.  A snatcher found them there, and snatched one of the fortress's two children.  A baby was burned in the depot fire, but the two children had survived.  Now there is one child left.

Following that, an ambush sprang upon the fortress entrance, killing one kitten and one Human trader.  The traders prepared to leave without trading.  I gave the order to pull down the depot, but most of the wagons escaped before that was completed.  As I was glumly looking at the goods left, which seemed not to include the much coveted wooden logs, a titan came.

At least now, in mid-summer, the charcoal has finally burned out.  We no longer have a smokescreen at our fortress door.  We do have a miasma from something in the loot heap that the Dwarves don't seem to want to store away.

The titan is missing his right arm, and his progress is slow.  Perhaps we can be prepared by the time he arrives ...
« Last Edit: October 31, 2009, 05:20:22 pm by slink »
Logged
There is only one cat, and all cats are that cat.
Almost losing is sometimes fun.

loser

  • Bay Watcher
    • View Profile
Re: What's going on in your fort?
« Reply #94 on: October 31, 2009, 08:55:24 pm »


Currently, clearing out a drainage field for the cistern.  This is necessary because the cistern will not refill to its top level unless taken somewhat below it.  This also means it won't fill the top level of any waterworks linked to the cistern.  Something to do with water 'pressure,' it seems.

Setting up a jail, all fancied up & stocked.  Working the way from Wood to Pearlash for some clear glass windows for that faincification.

Digging out & fortificating shooting galleries that follow the underground paths from the edge of the map (the only place that isn't walled-in (but is paved, of course)) to the Trade Depot air-lock.  These follow the caravan tunnels but are separated from them by a 1-tile channel & the fortifications.

Next up will be the water & magma towers, followed by plumbing the whole dang map.  There's HFS in there, somewhere.

Spoiler (click to show/hide)

This map has a magma pipe, the starting point of an underground river, sand, flux, cave spiders, convenient soil, plenty of copper, and a now well-stocked, 200+ dwarf fortress with a small but Legendary military and Legendary specialists for most areas of industry.
Logged
ΘπÆ┼
What are you doing in my home?
It's a difficult question to answer.

darkflagrance

  • Bay Watcher
  • Carry on, carry on
    • View Profile
Re: What's going on in your fort?
« Reply #95 on: November 01, 2009, 04:44:19 am »

I modded in a baby-snatching civ that can fly into my game to complement the larger goblins. They make walls useless, but add a new dimension to combat (sorry). Once I saw a sword-wielding champion stand alone at the top of my citadel in my deserted city of towers, fighting off winged macemen from all sides. But most to be feared are their archers.

So it's summer, and the human caravan arrives, and I send out my champions to guard the known ambush locations. They are arranged in pairs of one male and one female (they are all lovers - I like to think it helps them fight better),  Suddenly, an ambush is revealed over the hills of the far northern mountain, and catches one of my champion swordmasters alone (he arrived at the fort three years ago as a wandering swordsman), and among them are no less than four Skybolts (the name I used for crossbowmen for my flying civ).

My swordsmaster fights them off valiantly, catching the bolts with his shield as he charges and sending the enemy fleeing all over the mountain, only for another ambush of wrestlers to catch him off guard. I notice arrows suddenly flying towards him from above, and move up a z-level to see the source. There I see, hovering like a black cloud, Ranuf Aoretqumi, Elite Skybolt, the enemy Local Leader. In Ranuf's inventory are a robe with the image of the demon that leads his civ rising to power, and a masterwork iron crossbow covered in bone spikes, complete with a wooden relief of its owner.

The last time I had fought off a ranged local leader (a babysnatched human) she slew two of my full-plate champions with precision arrows and caused their poor mother to go insane. Knowing that my swordmaster was surely outmatched, and needing my other warriors to guard key points, I sent over my last three reserves, including the military's High Commander, who was the most senior of the military forces, and had already lost a brother to the enemy hordes. She had seen the deaths of many of my previous champions and commanders and befriended many of them, and over six years had amassed 41 kills. Of all my warriors, she lacks a partner, - her lover was once the High Commander himself, only son of my original expedition leader (who had been punched by a tantruming mechanic, suffered a mangled arm and a miscarriage, and finally went insane), but she killed him in a sparring accident.

But just as my three champions are racing to the rescue of my swordmaster, yet another ambush is revealed four spearmen on the ground, and overhead a second Elite Skybolt. My High Commander's companions are armed with crossbows; they stay to engage the flying archer while my commander hurries on ahead.

By this time, the swordmaster is exhausted and in bad shape. Both his arms are injured, but worst of all he's taken a bolt to the spine and the lung. He tries to flee, but he's closely followed by the Skybolt and his wrestlers. Just then, the High Commander races up, wielding her hammer, and cuts into the side of the enemy group, killing a guard and a wrestler. The Elite Skybolt grins, and moves to fire - but his quiver is empty! He's used them all up on my swordmaster. Grimly, he shoulders his masterwork weapon, specially crafted for his personal use, and leaves his high perch for the chaos of melee.

So now my game is paused at a moment where my High Commander is trapped high up against the wall of the mountain, grappled by a badly injured wrestler while the Elite Skybolt attacks from the flank. They stand on a pile of severed wings, slain enemies, and the corpses of my guard bears. Unfortunately, I now have to go to dinner.
« Last Edit: November 01, 2009, 05:44:25 am by darkflagrance »
Logged
...as if nothing really matters...
   
The Legend of Tholtig Cryptbrain: 8000 dead elves and a cyclops

Tired of going decades without goblin sieges? Try The Fortress Defense Mod

Cruxador

  • Bay Watcher
    • View Profile
Re: What's going on in your fort?
« Reply #96 on: November 01, 2009, 08:55:57 am »

My current fort is prospering. It's pretty awesome. I'm lining the main entrance (a bridge over a volcano) with cage traps, so I can get a hold of some classy decor, my twin-linked magma cannons are complete, and I'm building a Temple to Armok on them, and I'm trying to start up a proper cloth industry.I've also just caught a Hydra, who I'm going to train when I get around to it.
And my fortress is a county now.

Let's see how long until the other shoe drops.
Logged

Mightymuffin

  • Bay Watcher
    • View Profile
Re: What's going on in your fort?
« Reply #97 on: November 01, 2009, 09:48:16 am »

A gorilla recently managed to sneak into my fortress and tear my favourite soldier's leg clean off. Needless to say I reloaded the savegame.
Logged

slink

  • Bay Watcher
  • Crazy Cat Dwarf
    • View Profile
    • Slink's Burrow Online
Re: What's going on in your fort?
« Reply #98 on: November 01, 2009, 11:42:02 am »

... In Icywaters, the two remaining marksdwarves volunteered to go out to meet the Titan.  They were successful at killing the beast, with no injuries.  However, a goblin ambush killed one of the Human traders as they waited in the depot, and the traders fled.  Hurridly we dismantled the depot, hoping to grasp some supplies, but got little. 

Autumn came all too quickly, and when the Dwarven caravan came we once again had no depot.  Once again, a single trader and his beast stayed behind and went mad with loneliness.  The camel, however, went berserk and was able to kill our last two remaining marksdwarves, and one peasant, before succumbing to the traps at the gate.  Now we only had 21 Dwarves left, one a child and four in bed with injuries.  One of these injured was the Mayor, who was elected while unconscious, which he remained for two years before arising from his bed.  A Dwarven Liaison remained at his bedside for the entire second year.

Every season brought a Vile Force of Darkness, the last one of which walked over the traps clogged with bodies of the previous seiges and wandered around inside the fortress, looking at the piles of narrow clothing before leaving without killing a single Dwarf.  Only one cow was killed in that seige by 70 goblins led by an Elf.

In spring, we were declared a Barony, with only 21 living Dwarves.  The Baroness and her court, along with some migrants, added 30 more to our numbers.  With these extra hands, some order began to appear in the mounds of loot and debris.  We are once again planting, harvesting, cooking, brewing, and manufacturing something other than the coffins which had taken us about a year to provide for all the bodies of our dead and those of the visiting caravans.

In Summer, a strange band of Humans arrived, and traded some logs for narrow silken clothing.

In Autumn, the Mayor awoke from his coma, although his guts and lower spine are horribly scarred from the fire and his lungs, heart, and upper spine somewhat less so.  He was able to converse with the Dwarven Outpost Liaison, while gulping down the first booze he had tasted in two years.  The Liaison conversed and left, not seeming to realize that the caravan in the depot was not the one with which he had arrived, but the one from the following year.

Throughout the winter we have labored, sorting silk from leather, and iron from plant fiber, until the halls are no longer clogged with impromptu stockpiles.  We have roofed over the outdoor entranceway so that goblins may no longer shoot from above at the merchants waiting just inside.  Work has begun on tombs for the nobility, who have been very patient about having to sleep in common quarters, possibly because of the wonderful diningroom, the booze, and the prepared meals.  Spring will arrive very soon, and we have seen no goblins for a year.  Our hopes have arisen from the ashes in which they were consumed.

Edit: Added the number of seigers.
« Last Edit: November 01, 2009, 12:20:07 pm by slink »
Logged
There is only one cat, and all cats are that cat.
Almost losing is sometimes fun.

Blackburn

  • Bay Watcher
    • View Profile
Re: What's going on in your fort?
« Reply #99 on: November 01, 2009, 12:15:44 pm »

Too many damn migrants.

I am seriously considering just locking the meeting hall and all forty-something dwarves inside and leave them to die so I can free up some space.
Logged

Smitehappy

  • Bay Watcher
    • View Profile
Re: What's going on in your fort?
« Reply #100 on: November 01, 2009, 01:54:06 pm »

I'm currently constructing "LancerHyme", a border fortress guarding the only pass into the mountain valley that holds the reamainder of my civ's Mountain Homes after they were nearly wiped out by invading giants and raiding frogmen.
Logged
Interestingly, Armok's name actually originates from arm_ok, a variable in one of Toady's earlier games that kept track of how many of your arms weren't missing.

Emily Murkpaddled

  • Bay Watcher
    • View Profile
Re: What's going on in your fort?
« Reply #101 on: November 02, 2009, 12:57:20 pm »

I just started a fort under the Dwarf Fortress: Relentless Assault mod. This mod reduces the number of trading civilizations to two, and increases the number of enemies to eight. I've made two fortresses with this mod already, but they were very survival-focused and accordingly very unpleasant to look at -- everything had to be done quickly and efficiently, with no time to add things which would simply look nice but not help in our defense.

This time, despite all of the danger (often a siege in the first year), I'm building the fort in my favorite way: primarily above-ground, using the below levels only as quarries and storage. I'm putting the finishing touches on my first building right now, and making some aluminum goblets ... when I would normally be making rock crafts.

In order to make trading more difficult this game than others, I've decided to only send things which are either 1) useful, or 2) made of valuable materials. So if I want to send something made of iron? It needs to be armor or weapons or furniture. If I want to send something made of stone?

Well, I could send stone furniture if I wanted, but it's too heavy for the most part. Ditto mechanisms! Rock crafts are not 'useful,' so I'm not going to be making any -- which is a huge change of pace for me! I usually use the Manager to queue 90 or so orders of crafts and am done forever with trading.

This time, though? No selling things I didn't make, and no selling things I wouldn't buy myself.

As to that first major building though, I'm in love with it. At z-2 it's a food stockpile in a rhombus-shaped room. z-1 is tables and thrones, square-shaped, with statues in pockets of the edges and individual ramps which lead up to z-0. z-0 is mostly channeled out, with a catwalk running across the perimeter, and 16 beds accessible from the ramps below (so each dwarf has its own 'room' in bed, using z-levels instead of doors). There are also statues in side pockets here, and a roof access ramp. On the roof, z+1, there's a smaller rectangular room split into two offices for my manager and bookkeeper respectively.

It took about five months to put together, and it still needs to be smoothed and have floors put in. The exterior walls are all rhyolite (dark-colored), with alunite (white) mosaic at the center of the mess hall and in the shape of a star on the roof of z+1. :)

I really need more laborers, but I won't get them for a while with the way I'm building. I'm building wealth slowly, and the low pace of revealing tiles will guarantee a slow rate of artifacts as well. Given how much longer it takes to build human-style above-ground forts, though, it works out well that we won't need to worry about supporting additional dwarves for some time.
Logged

lordofhyphens

  • Bay Watcher
    • View Profile
Re: What's going on in your fort?
« Reply #102 on: November 02, 2009, 01:01:44 pm »

Attempting to get my fortress, "Waxchanneled," to a population above six through breeding only.
Logged
"Extinction is not an option."

Kay

  • Bay Watcher
    • View Profile
Re: What's going on in your fort?
« Reply #103 on: November 02, 2009, 01:16:44 pm »

Just dealing with the fact that when you build a fort under a retired adventurer's town hall, you slowly get swarmed by masses od Kobolds who can easily steal from the human shops.
Logged

geoduck

  • Bay Watcher
  • mollusk
    • View Profile
    • Geoduck's Page
Re: What's going on in your fort?
« Reply #104 on: November 02, 2009, 02:07:29 pm »

My current embark site has a nice little mini-plateau near its center which is a perfect site for an aboveground statue garden. (Apart. of course, from the year-round freezing temperatures and the snowstorms) While working elsewhere on what will become my Official Main Entrance, I dug down beside the plateau and set up a temporary trade depot. I finally got around to sending my miners to remove the natural ramps around the plateau, just as a caravan was arriving. They didn't need to go over the plateau to reach the depot, but of course one of the wagons did. Right when the miners were chopping out the ramps under it. I couldn't have timed it right intentionally in a million years. The wagon ended up stranded, suspended on a small knob of rock. I tried to throw together some new ramps so it could leave, but it fell apart. The merchants departed in a huff, and I inherited a free wagon-full of goodies, including a much-needed iron anvil. I just hope they come back next year..
Logged
Geoduck's graphic set: simple and compact!
Pages: 1 ... 5 6 [7] 8 9 ... 3844