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Author Topic: What's going on in your fort?  (Read 6218537 times)

Broseph Stalin

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Re: What's going on in your fort?
« Reply #21990 on: April 18, 2012, 03:33:00 pm »

The mayor snuck in a ban on amulet exports during a flood of "has grown to be a rooster" messages and as a result ten dwarves were sentenced to beating. Four garbage dwarves were hospitalized, Two legendaries (both original seven) were hospitalized, and the captain of the guard killed four of them with his bare hands. In other news the mayor and captain of the guard have been missing for a week. 

vjek

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Re: What's going on in your fort?
« Reply #21991 on: April 18, 2012, 03:52:02 pm »

... In other news the mayor and captain of the guard have been missing for a week.

Co-incidence?  I think not!

davros

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Re: What's going on in your fort?
« Reply #21992 on: April 18, 2012, 04:03:32 pm »

I've managed to get my first self sustainable fort. Our birth rate is higher than our death rate, we shall be the capitol by next year, and we have legendary engravings to keep people happy.
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Quote from: Malarauko
I had an above ground garden built in the grounds of my castle and two young dwarves spent time socialising there over the summer and at the end of the summer they were in love. Remember those long summers of your childhood? That first kiss in the gardens while crossbows dwarves shoot goblins above your head? The rain of dead birds as the hunters get to work? Truly Spearhills is a paradise.

Splint

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Re: What's going on in your fort?
« Reply #21993 on: April 18, 2012, 04:08:44 pm »

Migrants have arrived, so I suspect the Pop cap may be broken, or just serve as a severe limiting factor to migration. I've almost gotten the structure to support a windmill to make dyes, sugars, and flours, and I eventually plan to make a pumping system using waterwheels to keep a well filled up with nice clean drinking water for when I reenable invaders.

So far, all is well in Drillrelics, but when that time to make the move for the pipe comes, I expect casualties.

LuckyLuigi

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Re: What's going on in your fort?
« Reply #21994 on: April 18, 2012, 04:43:53 pm »

One of my original 7 (Urist McMiner) is lying completely out of it with three broken bones. The Chief Medical Dwarf is completely inexperienced and doing nothing to help McMiner, is there some way to prompt him to help?

Give everyone recover wounded. Give chief doc only diagnosis and nothing else. Make some doctors with the other med skills. make sure you have a hospital with bed and traction bench side by side.
If for some reason he is not recovered, built a spike trap on him and trigger it with a lever to injure him again. It sometimes resets the recovery operation.

In other news my 30 strong military has been wiped out and 20 new recruits have been 'volunteered'. We're finally starting to see a decrease in suicides but my fort isn't exactly a happy fort.
The constant rains of dwarven blood and my insistence on outdoor training is not a popular policy.
Remarkably, the last 3 Brokers I assigned committed seppuku almost instantly. No idea what makes that job so horrible.
« Last Edit: April 18, 2012, 04:49:28 pm by LuckyLuigi »
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StLeibowitz

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Re: What's going on in your fort?
« Reply #21995 on: April 18, 2012, 04:45:14 pm »

Two miners and a streaking carpenter broke all their limbs trying to plug an aquifer, the miners by standing atop the stone plug as they caused its collapse and the carpenter by picking an EXTREMELY bad time to carry out my tree cutting orders. The doctor then proceeded to operate on them as they lay in their bedrooms, spattering their walls with blood. No migrants spotted yet, but I should be swarming with them soon; come on, who doesn't want to live on a frozen glacier and be drafted for the yeti war?
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Generally, when one is conducting an experiment, it is worth noting that the observers went insane, killed each other, and then rose from the dead.
It's like DF inhaled a peanut.

Orky_Boss

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Re: What's going on in your fort?
« Reply #21996 on: April 18, 2012, 04:56:43 pm »

I made a new fort called Lancerenown, which will be funded by 'The Arena of Mortals'. I gave myself 9001 embark points, so naturally my dwarf with all good physical traits got a steel axe and full steel armor, minus only a shield. I also got 3 steel picks for my three miners, and..

yea, I'm cheating a *little* bit.
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Shit! He's flatlining! Quick, get the Doctor in!

Doctor: Nah, I'm on break.

vjek

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Re: What's going on in your fort?
« Reply #21997 on: April 18, 2012, 05:54:58 pm »

Triple necro siege ftw!

Started out with 173 zombies before they hit the traps.  Then throughout the fight, the total undead was down to 150, up to 201, then 170, then 215, and finally tapered off to zero when all the necros were finally killed off. 
Total killed up to 3000 now, for the life of this fort.  (year 5!)

EDIT: Shortly thereafter, another triple siege.  started at 192 with 3006 dead, then up to 234, 275, 280, 402, 428 undead!!!  and ended with 3900 total dead.  So.. ~900 dead undead "invaders" in one siege.   8)
« Last Edit: April 18, 2012, 06:34:55 pm by vjek »
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Urist McBard

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Re: What's going on in your fort?
« Reply #21998 on: April 18, 2012, 06:29:44 pm »

Maaaaan
After all my decadent courtyard building, the drawbridge didn't work. I think it raised the wrong way, it just disappeared! The consequence is I just lost like 10 of my underdeveloped military to a little ambush wave of gobbos...

Thanks for the advice Luigi, CMD got round to it in the end. Plenty of patients to treat now!!

Oh, and I have two of the Goblins in cage traps, any suggestions as to how to exact my vengeance?
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Splint

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Re: What's going on in your fort?
« Reply #21999 on: April 18, 2012, 06:32:20 pm »

1. You built a retracting bridge by mistake. I've done that too and it nearly killed a fort.
2. 10+ z-level drop, and enjoy them exploding into chunky mustard.

ZzarkLinux

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Re: What's going on in your fort?
« Reply #22000 on: April 18, 2012, 06:38:02 pm »

BunnyBunches the Rabbit-Hut

12) Switching Gears
13) The Energizer Dwarves - They keep stoneing, and stoneing ...

The dwarves are still hauling stone to NW Security #1.
They want stone close to the surface, so that when an opening appears we can dash out.
This method has proven successfuly, we already expanded the rabbit hut,
now we want to place a roof over the brook for constant water supply (when not frozen).

More ash sweeps around. It is nowhere near the current wild corpses, so I don't mind.
Besides, I like the nice blue hue.

I also notice that we are getting rain again.
The rain is filling up the murky pool that we use for the Western gate !
Spoiler (click to show/hide)

When the coast is clear, I'll just decide to let the water into my fort.
I don't want that murky pool filling up yet.

... Dwarves still hauling stone to the checkpoint ...

The miners also strike Rock Crystal !!!
Thank god the crystal glassable is fixed (supposedly).
Maybe the caverns are nearby.

Yep. Silk too.
Spoiler (click to show/hide)

I always like finding the caverns, I like to setup fort near there.
But, of course, after my dwarves have time.

I notice that I have Shad and Salmon in a murky pool as well.
Sweet. I like salmon.
Spoiler (click to show/hide)

... Dwarves still hauling stone to the checkpoint ...

I drain the murky pool, it doesn't even sweep past my whole farm.
Stupid rain is stupid.
Spoiler (click to show/hide)

All the murky pool does is draw the undead to us.
In fact, I'm lucky (again) because the dwarves are so busy they didn't have time to "Pull the Lever".
Thankfully I had floor grates where the farm was, so the peregrine falcon corpses can't path to my dwarves.
Spoiler (click to show/hide)

Hmm, it seems like my efforts of relaxing the training have helped.
In addition to threshing the thresh-ees, my militia has also processed the Yak fat into tallow.

Well done. Now back to training.

Okay, I have like 150+ stone dumped at the checkpoint.
Let's get on with the next phase of construction.
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Urist McBard

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Re: What's going on in your fort?
« Reply #22001 on: April 18, 2012, 06:48:54 pm »

2. 10+ z-level drop, and enjoy them exploding into chunky mustard.

I never thought about the flavour of Goblins before! How long would they stay alive in a cage? Can I use a jail building to hold them for testing?
I'm gonna try and catch some of these Jaguars and I'd quite enjoy letting them get acquainted with my Goblin friends. Can I strip the goblins of their equipment without killing them??
So many questions...
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Broseph Stalin

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Re: What's going on in your fort?
« Reply #22002 on: April 18, 2012, 06:54:56 pm »


I never thought about the flavour of Goblins before! How long would they stay alive in a cage? Can I use a jail building to hold them for testing?
I'm gonna try and catch some of these Jaguars and I'd quite enjoy letting them get acquainted with my Goblin friends. Can I strip the goblins of their equipment without killing them??
So many questions...
Goblins are immortal, they will never die of natural causes. You can assign a goblin to a chain and it will never attack a dwarf without first being attacked and will not become hostile after combat ends.

To strip a goblin of it's equipment use dbd to mass forbid the cages then use dbc to claim everything in the cages and finally use kd on each cage to remove the dump designation. The dwarves will take all equipment in the cages to your designated dump zone and leave the goblins unarmed.

Chronomancer

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Re: What's going on in your fort?
« Reply #22003 on: April 18, 2012, 08:11:33 pm »

Goblin+Elf Siege, atm.
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Orky_Boss

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Re: What's going on in your fort?
« Reply #22004 on: April 18, 2012, 08:14:31 pm »

I've bypassed the aquifier using the cave-in method, and as soon as I start digging for areas like workplaces and beds I am striking an amazing amount of hematite. I guess once a weaponsmith, furnace operator, or armorer comes in a migrant wave I'll start forging steel/making more weapons of war.
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Shit! He's flatlining! Quick, get the Doctor in!

Doctor: Nah, I'm on break.
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