Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 1655 1656 [1657] 1658 1659 ... 3844

Author Topic: What's going on in your fort?  (Read 6218655 times)

MadocComadrin

  • Bay Watcher
  • A mysterious laboratory goblin!
    • View Profile
Re: What's going on in your fort?
« Reply #24840 on: August 14, 2012, 12:07:38 pm »

Heh, those must have been some pretty gneiss querns if the baroness held on to them so dearly. XD
Logged

aoxoa

  • Bay Watcher
    • View Profile
Re: What's going on in your fort?
« Reply #24841 on: August 14, 2012, 12:14:41 pm »

Not much im currently 135 Citizens and tetrahedrite and limonite ore smelting nonstop. Steel bars are coming slow, but my armorer got legendary from a mood and he made a artifact steel helm. (Logemasteb, Painttell, a steel helm)

The only action really so far is a were warthog came, killed a Giant rat of mine then ran out of the map with my army chasing it. I built into a cavern because I want some action! But still learning the game so probably a good thing no Invaders have came yet.
Logged

Mageziya

  • Bay Watcher
  • OH NO, EVERYTHING'S DEAD!
    • View Profile
    • Derp
Re: What's going on in your fort?
« Reply #24842 on: August 14, 2012, 12:25:40 pm »

Another cave ogre, another kill. Basically this one was stuck on infinite loop of walking back and forth, so I sent my tiny milita after it. Basically it fell over immediately, missed all it's strikes, and passed out.
Logged
Every dwarf, every dwarven man, women, and child, that comes to our forts will die there; it's truly sad when you think about it. And we ask our selves, why? Why do we push forward, knowing this fate, that we are destined for failure? Because, this game grasps the concept of mortality. Some games you can never lose, but we all stop eventually, causing a 'death' to those game's 'worlds'. Dwarf Fortress gives us a definite end, knowing that we will leave that world eventually, and move on to more.

Mephisto

  • Bay Watcher
    • View Profile
Re: What's going on in your fort?
« Reply #24843 on: August 14, 2012, 02:15:49 pm »

We settled in some terrifying mountains ringed by red sand desert. Almost immediately, it began raining repellent filth. There is a clear, ever-expanding path of vomit-encrusted ground from our wagon to our hastily-dug meeting hall under the non-evil desert. It's now 12 Slate and the entire mountain is covered in a layer of filth. On the plus side, there's some easily-accessible hematite nearby.

Just another day in the life of a dwarf.
« Last Edit: August 14, 2012, 02:18:51 pm by Mephisto »
Logged

Boozebeard

  • Bay Watcher
  • Short, sturdy creature fond of drink and industry.
    • View Profile
Re: What's going on in your fort?
« Reply #24844 on: August 14, 2012, 02:27:03 pm »

Hallglides has fallen to the forgotten beast Zekrim. Elsewhere, Oarsyrup is established. The keas are dead, yet more vicious than ever. War dog is dead.

This is gonna be !!fun!!.
Logged

Bobnova

  • Bay Watcher
    • View Profile
Re: What's going on in your fort?
« Reply #24845 on: August 14, 2012, 04:39:11 pm »

Long drawn out tantrum spiral due to fighting due to too small of a (legendary) dining room, I think.
I'm not actually sure.

Throw in a 5 ambushes at once not-a-siege that was dispatched with minimal difficulty, a laughable siege that died (along with some seriously stupid marksdorfs) to the boatmurdered style lava operation and a couple more ambushes and there you have it.

So far the spiral has claimed about a dozen lives, but the population is actually 20 higher now than when it started, it's a pretty slow spiral. Actually it's pretty much leveled off, there weren't many berserkers (though one marksdwarf went berserk, that was bloody) and there's only one miserable dorf left.

Naturally my legendary miner decided to take a lava bath while digging the workings for Operation Ratman Immolation, it figures.

Got a pretty good industrial complex going, for the first time it involves cloth/leather manufacturing AND serious metalsmithing. The map only has raw copper, zinc ore and galena as far as I can tell, so iron supplies are limited to what is left after torching human caravans in the Suspiciously Small Trade Room With A Drain Tube Covered By Iron Bars And A Strange Hole In The Ceiling. That system is working wonderfully, pull the lever, pull it again real quick (highly pressurized lava), wait a month, Iron!
It works nicely on elves too, though they don't leave much (read: Anything) behind.
Slowpokes didn't get the drawbridge entryway done in time for the last Dwarven caravan so they escaped.

Next up will probably be going down a few Zs to dig/build a new food complex, the current setup is fantastic for 10-50 dwarves but very, very cramped for 90-100. I have 90-100, I was hoping the spiral would do a better job.
I think I may have to start limiting migrants. I'll tackle that USAUSAUSA fashion and build a wall I think.
Or I could just pull the other lever in the (tantruming...) mayor's room and leave the lava flood going.  Will immigrants come in through the caverns if the entire upper world is a lava pool?

I might station about half the fortress outside too, cut the numbers down a bit.
Logged
how do I lizard Werewolf
ther seems to be a little gecko problem somehwere.
O gawd, drank all ten beers. And 3/5 of this at dinner.  I'm dronk.

Mageziya

  • Bay Watcher
  • OH NO, EVERYTHING'S DEAD!
    • View Profile
    • Derp
Re: What's going on in your fort?
« Reply #24846 on: August 14, 2012, 06:21:33 pm »

Everyone seems to complain about miner's dieing to lava after mining out a lava wall. From what I've learned in my measly amount of time messing with magma, digging a channel right before the wall you puncture tends to ensure that the dorfs make it out of the area alive.

MWWWW
MV_+++
MWWWW

V= Wall to be mined.
W= Wall
_=Channel
M=Magma
+= Floor
Logged
Every dwarf, every dwarven man, women, and child, that comes to our forts will die there; it's truly sad when you think about it. And we ask our selves, why? Why do we push forward, knowing this fate, that we are destined for failure? Because, this game grasps the concept of mortality. Some games you can never lose, but we all stop eventually, causing a 'death' to those game's 'worlds'. Dwarf Fortress gives us a definite end, knowing that we will leave that world eventually, and move on to more.

ZzarkLinux

  • Bay Watcher
  • [IS_BUN:#1]
    • View Profile
Re: What's going on in your fort?
« Reply #24847 on: August 14, 2012, 07:04:00 pm »

Almost lost control of the surface at RabbitHut, the Hut of Rabbits.
3 things were wrong with my main entrance design:
A) Main tunnel went through a tiny murky pool, so there is open-ceiling
B) Main tunnel is in the center of the map
C) I decided to leave the tunnel open for the first Dwarf Caravan.

Of course, some dwarves eventually got out, and some other things got in.
Thankfully, I had just conscripted my second fully-armored square to the military
Spoiler (click to show/hide)

One militia has a broken elbow, another's foot is cut open pretty bad, but they'll live.
Here's what's left on the surface.
Spoiler (click to show/hide)

Take that you damn keas !
Logged

Mageziya

  • Bay Watcher
  • OH NO, EVERYTHING'S DEAD!
    • View Profile
    • Derp
Re: What's going on in your fort?
« Reply #24848 on: August 14, 2012, 07:26:49 pm »

Finally, the caverns are sealed from all the cannot fly. Armok help me if a flying forgotten beast comes before the second z-level of walls is ready.

In other news my miners have WAY too much designated. Instead of deleting lower priority designations I am selectively removing connecting designations so I can get the bloody dining room done!
Logged
Every dwarf, every dwarven man, women, and child, that comes to our forts will die there; it's truly sad when you think about it. And we ask our selves, why? Why do we push forward, knowing this fate, that we are destined for failure? Because, this game grasps the concept of mortality. Some games you can never lose, but we all stop eventually, causing a 'death' to those game's 'worlds'. Dwarf Fortress gives us a definite end, knowing that we will leave that world eventually, and move on to more.

Eric Blank

  • Bay Watcher
  • *Remain calm*
    • View Profile
Re: What's going on in your fort?
« Reply #24849 on: August 14, 2012, 09:45:17 pm »

Miasma in the kitchens. I neglected to understand that my farmer's workshops needed a stockpile designated as an output, as well as it's inputs, and the cheese I had cooked up from milk we'd bought off the caravans all became rotten.

A waste of perfectly good cheese...
Logged
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.

RabblerouserGT

  • Bay Watcher
  • ETHIC:NONBELIEVER:SHUN
    • View Profile
Re: What's going on in your fort?
« Reply #24850 on: August 15, 2012, 12:18:57 am »

Hunter hunting giant cougar.
Giant Cougar: "Her guts are broken"

lol
Logged

..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.

Oaktree

  • Bay Watcher
    • View Profile
Re: What's going on in your fort?
« Reply #24851 on: August 15, 2012, 12:19:14 am »

Cryptdagger had a fairly quiet 7th year (kobolds being punched by children, goblin thieves exploding in weapon traps, and a goblin ambush team discovering the deadly wonders of the South Tunnel.)  Time was used to finish paving the Plaza outside the Postern Gate, add some more traps in the area (3 each of giant axe blades and serrated discs - all bismuth bronze).  About 25-30 dwarves fully armored in steel and a few adamantine battleaxes are available as well.  Two elite marksdwarves who have their own sniper post and some others who are getting there.  A peace treaty was made with the humans after their failed attack last year.

Year 8 has started with a goblin siege appearing right after the elven traders arrived.  Three squads of cavalry and air support (giant cave swallows and giant bats).  The swallows flew over a wall and attacked down the tunnel the elves were using.  As they were attacking the guard crocodile in that tunnel a squad of marksdwarves and a squad of axe dwarves arrived.  The crocodile survived, six giant cave swallows did not as the dwarves routed them.

The advance scouts of the cavalry were taken out by traps and sniper dwarves.  One squad (archers) explored the South Tunnel and were sealed in by a drawbridge; and soon were obliterated along with their mounts by weapon and repeating spike traps.  A second squad (spear) was routed by the snipers at long range after they lost some mounts and the squad leader was wounded.  The third squad (sword - led by an elite bow goblin) entered the Outer Keep plaza and was sealed in the recently installed retracting bridges (over ditches) while taking casualties from sniper fire and the emplaced weapon traps.   When the 4-5 survivors and the squad leader tried to flee out the south end the improved minecart "gun" was fired in their faces. 

Goblins and mounts were hit by a "cloud" of flying copper weaponry -  a mix of serratted discs, spiked balls, spears, and miscellaneous swords and maces.  No survivors were reported.  The elite bow goblin did not dodge anything.  3-4 spiked ball hits chipping bones, a serrated disc deflected by armor, and then a copper spear through the head.

A marksdwarf squad escorted by a melee unit then went out and mopped up a few random flyers still loose on the map.  After this the next weeks were spent picking everything up; goblinite, corpses, and copper weapons to be reloaded in the minecart.  (The gun currently has three carts loaded with between 25-35% of a full load, which is ~200 pieces.  Each cart is routed to be loaded at the armory, placed in a firing position, and then if fired taken from a "return" spot back to the armory for reloading.  Currently carts are "fired" by adjusting their "push" condition while sitting on a track near a ramp-based linear accelerator.  Ammo took a while to produce, but the fortress has a lot of tetrahedrite, five magma forges, and plenty of dwarves to give basic weaponsmith training to.) 

And a dwarf made a subtle hint about the mayor's annoying mandates (make socks, maces, anvils, large gems).  One got a strange mood and made a bauxite bed - encircled with bands of steel.  How odd, a magma-proof bed!  And I'm pretty sure the annoyance is aimed at the mayor since the Duke has not made a single mandate or demand since being nominated to the nobility as baron over two years ago.
   
« Last Edit: August 15, 2012, 12:31:18 am by Oaktree »
Logged
Armorer McUrist cancels forge steel mailshirt, interrupted by minecart

Eric Blank

  • Bay Watcher
  • *Remain calm*
    • View Profile
Re: What's going on in your fort?
« Reply #24852 on: August 15, 2012, 12:45:44 am »

Third year in Ringplanks, and I finally figured out why the still won't produce booze! I forgot to link it to a furniture stockpile with barrels. Having to link a stockpile for every last function, just because I want it to take from a specific stockpile for one function, is literally a pain in the ass, and I intend to never do it again. At least not for food. I've been importing booze the whole time.

This is why I make "crappy, inefficient FPS-draining fortresses where nothing ever gets done." I always hated having to worry about stockpiles and efficiency and crap, and half the time I waited years to even MAKE stockpiles for anything besides food and maybe getting the wood over to the carpenter's shop.
« Last Edit: August 15, 2012, 12:50:12 am by Eric Blank »
Logged
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.

RabblerouserGT

  • Bay Watcher
  • ETHIC:NONBELIEVER:SHUN
    • View Profile
Re: What's going on in your fort?
« Reply #24853 on: August 15, 2012, 01:07:19 am »

New fort:

I have a named Gremlin Child in my pets. Pic proof (click to enlarge):






The REALLY weird part is that this is a brand new fort with the DFTUTS2012 embark profile with only minor changes to ONE dorf (miner is also a medical dwarf that's a novice diagnostician/suturer/etc.)
« Last Edit: August 15, 2012, 01:11:06 am by RabblerouserGT »
Logged

..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.

Sus

  • Bay Watcher
  • For ‼SCIENCE‼!
    • View Profile
Re: What's going on in your fort?
« Reply #24854 on: August 15, 2012, 01:08:01 am »

BARONESS IS ASLEEP



SELL QUERNS
:D

Welp, turns out selling all those valuable obsidian trinkets (decorated with obsidian and menacing with spikes of obsidian) attracted an unfortunate consequence...

A vile force of darkness has arrived!

Oh crap. It's, like, the summer of 2nd year,  the fortifications at my front door are nowhere near ready, and what's worse is there's a leak in the partially constructed archers' tower that will let the gobbos into the fort via the archers' barracks. D: Otherwise I might have been able to button up and wait for the greenskins to get bored and wander off.

Oh, and the military is mostly unarmored Not Marksdwarves and Not Axedwarves at this point...

This is so going to suck. :/
« Last Edit: August 15, 2012, 01:10:04 am by Sus »
Logged
Certainly you could argue that DF is a lot like The Sims, only... you know... with more vomit and decapitation.
If you launch a wooden mine cart towards the ocean at a sufficient speed, you can have your entire dwarf sail away in an ark.
Pages: 1 ... 1655 1656 [1657] 1658 1659 ... 3844