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Author Topic: What's going on in your fort?  (Read 6198181 times)

person012345

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Re: What's going on in your fort?
« Reply #16845 on: October 16, 2011, 04:51:25 pm »

2 goblin child-snatchers came. We raised the drawbridge, slaughtered one of them and the other fell down the well. Strangely, although the underground resevoir he's in is full (7/7 water in most of the tiles, 6/7 in some) he hasn't drowned. He's just been chilling out down there with Tobul Fikoderith, Ghostly Herbalist for the past half a year, occasionally causing some of my dwarves to "cancel eat" and such. I'm currently setting up a method of draining the resevoir. Partly for no reason (I intended to before he got trapped), but his unfortunate accident spurred me to actually get on with it, since at the start he caused a lot of cancelled jobs, but now the dwarves seem to have gotten used to him. I'm not sure why he did in the first place, since although they have to pass by the resevoirs to get to the storage areas, he is behind a locked door.
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Stil

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Re: What's going on in your fort?
« Reply #16846 on: October 16, 2011, 05:59:35 pm »

2 goblin child-snatchers came. We raised the drawbridge, slaughtered one of them and the other fell down the well. Strangely, although the underground resevoir he's in is full (7/7 water in most of the tiles, 6/7 in some) he hasn't drowned. He's just been chilling out down there with Tobul Fikoderith, Ghostly Herbalist for the past half a year, occasionally causing some of my dwarves to "cancel eat" and such. I'm currently setting up a method of draining the resevoir. Partly for no reason (I intended to before he got trapped), but his unfortunate accident spurred me to actually get on with it, since at the start he caused a lot of cancelled jobs, but now the dwarves seem to have gotten used to him. I'm not sure why he did in the first place, since although they have to pass by the resevoirs to get to the storage areas, he is behind a locked door.

To drown a gobbo I think it helps if you construct a ceiling/floor/bridge over them. Imagine them as strong enough swimmers to kick their filthy greenskins up to the top of the 6/7 7/7 water and take a breath from the above Z level. I could be completely wrong with this, but my observations have shown that drawbridges over submerged enemies get kills while uncovered enemies splash around for ages (also job cancellations).

I'm struggling with my coastal embarks, the first one kept on having cave-ins. I don't mind those except after 5 minutes of message spam and pausing I decided that a fresh embark would just save me time.

The second coastal embark is much nicer - except aquifer. I brought along a fair bit of wood and stone, but using the double slit method I penetrated 3 levels and found yet MORE levels. I used DFREVEAL at this point. 9 layers of aquifier... Hmmm I don't have the resources to penetrate that deep and the map is bare of trees or potential rock above the water level. I could look for non water bearing rock and plot my way down that way, but it feels awfully elfish. Not sure whether to try once again, a fresh embark or to sit around fishing until the caravan arrives and trade for more resources. I don't want to turn it off in the init.txt. I either go 10 layers deep by myself or not at all :)
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Jacob/Lee

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Re: What's going on in your fort?
« Reply #16847 on: October 16, 2011, 06:19:47 pm »

Turns out the demons, illithids and goblins are all best buds. I might go to war with the elven and human civs just to get somebody to lay siege to me with the rest of these guys and have them kill each other.

person012345

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Re: What's going on in your fort?
« Reply #16848 on: October 16, 2011, 06:21:44 pm »

2 goblin child-snatchers came. We raised the drawbridge, slaughtered one of them and the other fell down the well. Strangely, although the underground resevoir he's in is full (7/7 water in most of the tiles, 6/7 in some) he hasn't drowned. He's just been chilling out down there with Tobul Fikoderith, Ghostly Herbalist for the past half a year, occasionally causing some of my dwarves to "cancel eat" and such. I'm currently setting up a method of draining the resevoir. Partly for no reason (I intended to before he got trapped), but his unfortunate accident spurred me to actually get on with it, since at the start he caused a lot of cancelled jobs, but now the dwarves seem to have gotten used to him. I'm not sure why he did in the first place, since although they have to pass by the resevoirs to get to the storage areas, he is behind a locked door.

To drown a gobbo I think it helps if you construct a ceiling/floor/bridge over them. Imagine them as strong enough swimmers to kick their filthy greenskins up to the top of the 6/7 7/7 water and take a breath from the above Z level. I could be completely wrong with this, but my observations have shown that drawbridges over submerged enemies get kills while uncovered enemies splash around for ages (also job cancellations).
I'd prefer to drain the resevoir and murder him. It seems more interesting to invest a large amount of time and resources in designing an overly elaborate mechanism to pump all the water you just pumped from the river into the resevoir back out of the resevoir and into the river, just so you can go down and murder a goblin with your bare hands. Also, my way involves 3 new levers, and the more unmarked levers I have in my little lever room the better. I love levers.

I technically could just leave him there as he isn't causing any more trouble for now (looking at it again, I think the job cancellations were people trying to drink from the well, which makes more sense - I designated the winter well (I built the first well inside, but on the surface, not realising that that causes the tile below to freeze, so had to build a second "winter well" underground leading to the second resevoir, and the goblin is in the summer well's resevoir) as the water source, and now there aren't any more cancellations. But that doesn't seem very dwarfy.

Quote
I'm struggling with my coastal embarks, the first one kept on having cave-ins. I don't mind those except after 5 minutes of message spam and pausing I decided that a fresh embark would just save me time.

The second coastal embark is much nicer - except aquifer. I brought along a fair bit of wood and stone, but using the double slit method I penetrated 3 levels and found yet MORE levels. I used DFREVEAL at this point. 9 layers of aquifier... Hmmm I don't have the resources to penetrate that deep and the map is bare of trees or potential rock above the water level. I could look for non water bearing rock and plot my way down that way, but it feels awfully elfish. Not sure whether to try once again, a fresh embark or to sit around fishing until the caravan arrives and trade for more resources. I don't want to turn it off in the init.txt. I either go 10 layers deep by myself or not at all :)
I suppose I was lucky to stumble upon a small gap in my aquifier. Mine was a 2 (I suspect 3 in some places) level aquifier, and I didn't have enough layers above it to use the cave-in method, which is the one I am most familiar/proficient with. Out of interest, what is the double-slit method?
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Orky_Boss

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Re: What's going on in your fort?
« Reply #16849 on: October 16, 2011, 06:30:47 pm »

I'm currently trying to build up my first fort that actually survived the first year (I've been stupid and have been trying to embark in evil biomes), and I'm starting to lose track of all my dwarves. I've never had more than 20.
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ClkWrkJester

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Re: What's going on in your fort?
« Reply #16850 on: October 16, 2011, 06:32:26 pm »

About ready to just set Wallblazed aside for a new fort. Not because its doing badly... far from.

Wallblazed is doing swimmingly and nothing so far has even dented us. Its boring. I might just open up the HFS and let Armok sort it out.
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Carve out a massive pit and construct a copper block tower! Challenge those goblin bastards with your phallus of justice!

Eric Blank

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Re: What's going on in your fort?
« Reply #16851 on: October 16, 2011, 06:42:37 pm »

+Giraffe Tallow Roasts+

STILL needing more refuse piles for all the giraffe-related crap that's started rotting in the butchers shops. Whole top half of the fortress smells like... Well, mostly rotting giraffe ass with a hint of rotten giraffe nervous tissue.

The pump stack gear transmission has been worked out; I'll just build two separate ones. One for everything below the top of the first cavern, one for everything above it, since the second one is quite far from the first. Once they're both connected properly, I will have a simply splendid magma cistern set up so I may bring to bear any amount of magma-related defenses. Not to mention get the forges set up upstairs.

Eric Blank cancels dig out dodge-pit trap: Interrupted by aquifer.

Makes one wish they had a magma pump stack completed to obsidianize the unwanted portions.
« Last Edit: October 16, 2011, 06:46:22 pm by Eric Blank »
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DrKillPatient

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Re: What's going on in your fort?
« Reply #16852 on: October 16, 2011, 06:49:20 pm »

Just embarked with a breeding pair of tigers for defensive purposes, looking forward to an Elven import of grizzlies. Going with a speardwarf and an axedwarf to start my military off early, since I have Ferric Elves, White Tigermen and Warwolves to contend with. There are huge piles of magnetite at the top of the cliffs, though, and I can see chalk down below. There will be ☼large, serrated steel disc☼s!

Plus, I've modded in foreign weapons (with the exception of the scimitar) for Dwarven use. Champions get masterwork greataxes/scorges/longswords!
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Eric Blank

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Re: What's going on in your fort?
« Reply #16853 on: October 16, 2011, 06:55:28 pm »

I still have untamed giraffes stored away. By the gods I don't need any more rotten giraffe meat lying around.

but, the cobald caravan arrived. I can export all the giraffe-related goodies! Joy!
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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.

DrKillPatient

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Re: What's going on in your fort?
« Reply #16854 on: October 16, 2011, 07:09:36 pm »

Train them into war giraffes. If they get ambushed before being butchered, they might do quite a lot of damage. I've seen a squad of hammergoblins get smashed under the hooves of just two of those hellish ungulates.
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"Frankly, if you're hanging out with people who tell you to use v.begin() instead of &v[0], you need to rethink your social circle."
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Jacob/Lee

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Re: What's going on in your fort?
« Reply #16855 on: October 16, 2011, 07:33:58 pm »

You could always lock them in a cage at your entrance linked to a pressure plate. When a hostile steps over it, the cage explodes and a million giraffes fly out to either trample them to death or get slashed to pieces while the military rushes over, it's a win-win.

Stil

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Re: What's going on in your fort?
« Reply #16856 on: October 16, 2011, 07:45:10 pm »

I suppose I was lucky to stumble upon a small gap in my aquifier. Mine was a 2 (I suspect 3 in some places) level aquifier, and I didn't have enough layers above it to use the cave-in method, which is the one I am most familiar/proficient with. Out of interest, what is the double-slit method?

I approve of extra levers and elaborate search, rescue then murder operation on the goblin in the well :)

The double-slit method is something I got from magmawiki, (credit to Hans Lemurson and QuantumMenace for the ‼science‼ into breaching aquifers). Today was the first day I've ever attempted and I would have been lost without this thread: http://www.bay12forums.com/smf/index.php?topic=79224.15. Basically you take advantage of the absorbency of aquifers by digging two holes below opposite side of your stair case and and pump water out of one and let it drain into another as you wall up and smooth parts off. Then you dismantle the pump, do the same for the other side and so on. You have to go in a certain order though, you need to leave something for the water to drain into.
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Eric Blank

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Re: What's going on in your fort?
« Reply #16857 on: October 16, 2011, 08:04:07 pm »

Train them into war giraffes. If they get ambushed before being butchered, they might do quite a lot of damage. I've seen a squad of hammergoblins get smashed under the hooves of just two of those hellish ungulates.
You could always lock them in a cage at your entrance linked to a pressure plate. When a hostile steps over it, the cage explodes and a million giraffes fly out to either trample them to death or get slashed to pieces while the military rushes over, it's a win-win.

I had actually considered using them for defensive purposes when I first realized I had so many of them (something like 15 in the first year, excluding the 4-5 wild ones that I had to kill because they got inside the fort and were interrupting everything.) I decided against it though, thinking that giraffes as livestock would be a good idea. Turns out the eat too much and would consume entire 15x15 pastures per individual. Perhaps I'll do this later anyway.
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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.

Jacob/Lee

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Re: What's going on in your fort?
« Reply #16858 on: October 16, 2011, 08:08:59 pm »

Welp, this fort is done. A few demon ambushes once we started collecting and atomsmashing the crap left from invaders got a bunch of folks and now everyone is miserable, we've had 10 berserkers in the last season. Gonna see how long it takes for all the civilians to die, I don't think the soldiers are going down anytime soon.

Kilroy the Grand

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Re: What's going on in your fort?
« Reply #16859 on: October 16, 2011, 08:12:41 pm »

I just got a legendary bonecarver, he didn't make a toy, of something useless. He made a tiger bone MORNING STAR!
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