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Author Topic: What's going on in your fort?  (Read 6217774 times)

Splint

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Re: What's going on in your fort?
« Reply #21030 on: March 23, 2012, 12:11:10 am »

Abandoned my fort because I was getting bored. Also wanted to go into adventure mode and stuff. Probably gen a new world and make that my new Fortress Mode world. This one is too... predictable.

Shoulda deliberatly made iit unpredictable.

Mod in extra critters and new weapons to test on said critters! Do potentially disasterous !!SCIENCE!! for no good reason! Try a challenge! Mod in roman army gear and do a roman fort! Try to find the most wretched hive of doom and gloom you can! Try to cave in a necro tower! Try to make a phantom spider silk industry!

Plenty of things you can do to indirectly make things crazy.

Imp

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Re: What's going on in your fort?
« Reply #21031 on: March 23, 2012, 12:51:51 am »

Wagons can't reach it is what that means. might need to widen the entrance to it if it's below ground/walled in. Pack critters can reach ti just fine though.

Well, my problem is that I embarked on the side of a mountain, 6-zlevels from the base. I have no idea how I'm supposed to get wagons up there is there is literally no area that's 3 tiles wide on the mountain.

Consider running a path through the underground?

You can make a 3 tile wide (or wider) underground corridor that opens via ramps onto flat surface accessible to caravans, and then you can wind this path however you choose through the ground until it connects to where you mean to build your depot.  You can have it ascend or descend multiple z levels by using a ramp each time you want to change levels; you can spread out the ramps or have them close together.

You can even use 'cunningly designed' bridges and such to 'hide' this merchant's path from anything but merchants or the extremely rare spawner who happens to get placed in the path as it enters the map, but that's probably more planning then you want to do right now - fear not though, if you include the ground in your planning, the ground will accommodate your needs!
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For every trouble under the sun, there is an answer, or there is none.
If there is one, then seek until you find it.
If there is none, then never ever mind it.

masquerine

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Re: What's going on in your fort?
« Reply #21032 on: March 23, 2012, 01:09:45 am »

Started in a sinister area overlapping another sinister area. Both seem to share the same bitter mucus rain, which constantly covers the map in blistering mucus. It quickly blisters and boils any living creature to death, upon which they get resurrected into undead. At the start I managed to save 6 dwarfs before the rain hit. The last guy didn't want to head to the burrow for some reason, and by the time he moved he was covered in boils. I decided to just leave him outside, as I didn't have a doctor and there is no way he would live through that.

First two migrant waves and the caravan were decimated almost instantly by both the rain and hostile undead, which only further increases their population. I'm making a little bridge/drop trap to try and gather all the undead. If I can corral them all without getting to my 6 dwarves I should have a chance at saving migrants. Making small bunkers all around the map for them to quickly run in and lock. Each bunker has a couple of small rooms to separate the dwarves in case any were too slow. I don't want one of them getting killed by blisters and turning on the non-blistered dwarves.

If it ends up being that no migrant can be saved due to the rain, I might have to disable it for a wave or two. Kind of hard to get anything done with only 6 dwarves.

Edit: Yeah, rain was too much. Even with bunkers near the map edges the migrants got blistered and melted on the way in. The rain only stops for like 10-15 seconds then starts again. Only had normal non-mucus rain once, and it didn't last long. I'll try finding a non-dwarf melting rain but still have corpses revive.

I had 5 females and one male. Would have taken forever to reproduce naturally. The constant mucus rain and enemies not being able to path correctly was crippling the fps. In 4 seasons I as down to 1/8th normal fps.
« Last Edit: March 23, 2012, 01:46:34 am by masquerine »
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Reudh

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Re: What's going on in your fort?
« Reply #21033 on: March 23, 2012, 01:12:20 am »

Hard to get anything done, yes, but get them all breeding quicksmart!

Get yourself a little buffer of food and drink and then let them all socialise for a while.
Play the turtle.

Watch the babies appear.

Then let them grow! :D

RabblerouserGT

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Re: What's going on in your fort?
« Reply #21034 on: March 23, 2012, 01:13:54 am »

I'm not too big on modding yet.
There isn't much of a knowledge base for that sort of stuff. Most of the stuff I have found is outdated information that doesn't seem to work with .05.
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..and then the child Praiseincest shall be dipped in the river of Pregnantjuices! Rejoice! The son of Armok has been born!
My dwarf worships the goddess of suicide. This can only bode well.

Splint

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Re: What's going on in your fort?
« Reply #21035 on: March 23, 2012, 01:19:48 am »

Start small then. i went with recaling weapons and allowing dwarves to make things like pikes and morningstars. I also made a wider variety of booze available from dye plants or otherwise useless plants.

And I'd be happy to lend what knowledge I can to you.

EDIT: Armorer went funny in the head and made a nice fancy ferroplas riot shield. I may also need to go into the domes (caverns) to get silk so this maceman will shut the fuck up over some superficial tears in his skin.

MenacesWithSpikes

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Re: What's going on in your fort?
« Reply #21036 on: March 23, 2012, 01:26:35 am »

My corridor of glorious trap-doom has walls, of course.  It turns out that one Z-level higher (at the tops of the walls), there are sieger body parts and goblin/troll blood everywhere.

I am tempted to do !!SCIENCE!! on this by building the walls for the trap-corridor progressively higher.
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Quote from: Loud Whispers
Leave anything to chance, eventually the RNG will roll a 1 and everything will erupt in a fountain of magma and vomit.

ZzarkLinux

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Re: What's going on in your fort?
« Reply #21037 on: March 23, 2012, 01:35:58 am »

Re: MenacesWithSpikes
I actually just finished a test. Totally creepy timing.

While waiting for Toady to release the next upgrade for RabbitHut,
I decided to test my future defenses.

Specifically, I wanted to see which timer is better for a repeating spear trap.

Situation:
Meeting hall inside.
Wagon food and Wagon drink up the stairwell to outside.

The Traffic:
Dwarves have to cross a 6 (7) tile corridor.

The Test:
3 Spike Traps on the left (2 spears each) are linked to a Plate that triggers at water level 3 - 7
3 Spike Traps on the right (2 spears each) are linked to a Plate that triggers at water level 6-7

Which one is a better repeater??
Well, That's for the original 7 dwarves (and some very well timed migrants) to decide

Spoiler (click to show/hide)

Results:
I much prefer the 3-7 Trigger plate. Much less delay between raising than the 6-7 Trigger plate.
Also, I think drainage is needed, based on the screenshots.
So the wiki could use some tweaking...
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Vanaheimer

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Re: What's going on in your fort?
« Reply #21038 on: March 23, 2012, 02:18:35 am »

Got my first functioning metal industry going.... sort of.

I see now why magma forges and smelters are so popular. Enough charcoal has been burned so far to make Al Gore cry tears of pure condensed rage.
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Gamerlord

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Re: What's going on in your fort?
« Reply #21039 on: March 23, 2012, 02:34:44 am »

Got my first functioning metal industry going.... sort of.

I see now why magma forges and smelters are so popular. Enough charcoal has been burned so far to make Al Gore cry tears of pure condensed rage.

Don't worry, all that deforestation is for the best! It must be if it pisses off the elves!

Splint

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Re: What's going on in your fort?
« Reply #21040 on: March 23, 2012, 02:41:22 am »

Constant food shortages and no good drink have alot of my hivers on edge and moving slowly, and many have become blooded wether they wanted to or not, so that defensive positions could be made and meat provided, as well as to preserve thier own lives as I must preserve my precious munitions for outlaws and scavvies.

I also worry about the potential mess Orb weavers from below in the abandoned domes can cause; While there is silk a plenty so I can make my wounded shut up about those little rips in thier skin and iron slag/plascrete laying everywhere, those damned monsters coupled with face eaters (an admitetdly pathetic knockoff of a hungry head, just more disgusting.) could squarely ruin my hivers' day. i fully expect my designated silkmen and the various dogs to get themselves killed down there.

Ant

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Re: What's going on in your fort?
« Reply #21041 on: March 23, 2012, 03:31:04 am »

So, the trouble with moving masses of slaughterhouse sideproducts has abated. Now, my extremely unhappy Apostole of Armok suddenly died of thirst.

As background, Sibrek Menacedgladness (of course) had moved to Ghoulbelted amongst the 3rd wave migrants and had her job ready. Without more consideration, she got the post, a luxurious office and small temple to watch over. Didn't assign her to militia, and good thing that; she had severe mood issues. She was extremely pissed for her whole career due to the fact that someone (probably mayor) had better quarters than her. She got married during her fort-time, and got 5 children. Also her choice of food perference (dwarven zombie!) and tendency to spend most of her days undergrounds caused much irritation, as chances of either were not too abundant in Ghoulbelted. As a result, she was mostly spending her days tantruming in the common gardens, avoiding my Kiddycare squad (guard) due to her position as Prophet... I got bored of her ass-hurt attitude and demoted her as preacher and kicked her out from her office. Try starting fights now, lady!

Sadly though, her doom was not jailtime or anything like that. During a siege by renegade Warlocks, one of her babies decided to go play at the site where a dragon met 30+ trained militiadwarves... She sprinted post-haste after the kid, sadly pathing through a squad of warlocks. She got superlucky; warlocks used their ice storms, firebreaths and other spells, hitting only each other! After necromancer within warlock squad raised the dead and their body parts, the siege killed each other quite efficiently. Tragedy had already happened though. Probably a glancing hit or inhalation of burning grass had caused enough damage to Sibrek... So that she had a miscarriage. And died in her room shortly after.

Quite sad moment there, as I looked her "thoughts" page after her demise.

DF really surprises, even if not always in ways we imagine.
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Vherid

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Re: What's going on in your fort?
« Reply #21042 on: March 23, 2012, 04:37:39 am »

Decided to try out 23a, because I've never experienced before, there's a lot I really like about it that I wish survived. Currently lots of people are throwing tantrums and my sheriff is running around beating the shit out of people, with an axe of course.

Garath

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Re: What's going on in your fort?
« Reply #21043 on: March 23, 2012, 05:07:00 am »

Wagons can't reach it is what that means. might need to widen the entrance to it if it's below ground/walled in. Pack critters can reach ti just fine though.

Well, my problem is that I embarked on the side of a mountain, 6-zlevels from the base. I have no idea how I'm supposed to get wagons up there is there is literally no area that's 3 tiles wide on the mountain.

as long as it's a series of ramps it's fine, wagons slither over the terrain and are foldable, just as long as there are 3-wide ramps and no trees in the way. Ramps need a solid block next to them when going up or down though or they are just a heap of dirt with nothing to lean on.



____

Bowyer go a mood, yay!

a blowgun? serious man, get a life.
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Jam a door with its corpse and let all the goblins in. Hey, nobody said it had to be a weapon against your enemies.
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And then everyone melted.

Dantrithor

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Re: What's going on in your fort?
« Reply #21044 on: March 23, 2012, 06:08:39 am »

I think I just turned insane.

I created stockpiles for stones from different colors (Including one green metal ore for copper) to make color-based... furniture. All tables, chairs, chests and cabinets -within- dorf rooms are blue. All statues within their rooms are green. Constructions will be white (marble blocks, of which I still have over 1300 after building an outdoor spiral to protect myself from attackers). And... I have created different stockpiles for masterwork and non-masterwork furniture. The last get's destroyed once a while, so only masterfully crafted items for my dorfs.

Now I need ideas on what color to make general furniture from: Dining hall furniture, statues, coffins (of which, on my second year, none have been required so far!, despite being next to a Tower). Hmmm... I wonder if hematite-red for statues would fit...
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