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Author Topic: What's going on in your fort?  (Read 6124262 times)

rridgway

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Re: What's going on in your fort?
« Reply #26550 on: November 22, 2012, 02:57:52 pm »

We're busy in DeathGrip setting up a standard trapped corridor to slay sieges (for now, since the plan will be to eventually either catch them and throw them into the undead pits, or just throw the body parts or corpses down there ( 8)), while also setting up a long corridor to catch the undead and necromancers when they come. I am trying to figure out a method to allow myself to retrieve the cages when a necro is caught. Originally I thought I could just slay the horde without the necro being able to resurrect them, but it appears they can?

I'm thinking 1 tile bridges blocking off a cage, leading to another bridge... all along the corridor? Will 1 tile bridges become walls when raised?

As well, we are trying to find the best place to create the battlefield.
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MadocComadrin

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Re: What's going on in your fort?
« Reply #26551 on: November 22, 2012, 09:52:41 pm »

Apparently my Large Genned world has no Flux. At all.

Weirder still is this is the 2nd in a row.

... Screw it I'm going no-steel it seems.

DF's built-in finder is pretty bad at finding flux in high mineral density, I think all the other stuffs crowds the flux off the list, rather than there being real absence of flux. I suspect it don't 'see' flux layers either very well.

I'm pretty sure there're utilities that can find flux on the map, or even just flux layers.
The built-in finder does find flux, even if the screen doesn't show it.
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AutomataKittay

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Re: What's going on in your fort?
« Reply #26552 on: November 23, 2012, 03:01:11 am »

Apparently my Large Genned world has no Flux. At all.

Weirder still is this is the 2nd in a row.

... Screw it I'm going no-steel it seems.

DF's built-in finder is pretty bad at finding flux in high mineral density, I think all the other stuffs crowds the flux off the list, rather than there being real absence of flux. I suspect it don't 'see' flux layers either very well.

I'm pretty sure there're utilities that can find flux on the map, or even just flux layers.
The built-in finder does find flux, even if the screen doesn't show it.

I've had it fail more often than not if I have a lot of mineral in the world when using it. I've found it seems to miss layer fluxes more often than not, so YMMV, lower mineral density makes it fail less often.
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Lord Snow

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Re: What's going on in your fort?
« Reply #26553 on: November 23, 2012, 10:31:05 am »

A human werepanther arrived. He mauled a goat kid, then got shot by a hunter.

The hunter peltered him for a bit, until he morphed back to human form... but my hunter wouldn't just let him go. he kept shooting, killed him just shy of the map edge.
Didn't know dwarves can pursue shapeshifters through different shapes. Sweet!
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crew4man

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Re: What's going on in your fort?
« Reply #26554 on: November 23, 2012, 11:12:11 am »

I,, using fort-made steel weapons and a military, finally killed something. (After losing a fortress or two to ambushes).

Those lemurs shall never trouble the might of my fortress again.



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Raikaria

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Re: What's going on in your fort?
« Reply #26555 on: November 23, 2012, 11:14:29 am »

I set it to high, and used the built-in finder feature to find areas with Flux, nothing came up green.

That said, if no-one has access to Flux then it doesn't matter that much to be honest. Given my history with military [Make milita, cage some goblins, strip them, still lose 2 urists to 1 Goblin in a 5v1], I'm more likely to make deathtraps than an army.

And when I do make an army it's out of expendable animals. Like Cave Crocodiles [Which are apparently religious]
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Akura

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Re: What's going on in your fort?
« Reply #26556 on: November 23, 2012, 01:36:25 pm »

"Fisherdwarf cancels fish; hunting for vermin for food." 
                                ಠ̯ಠ
Because really, why have succulent pond turtle when you can have mangy rat?  :D
Give a dwarf a fish, and he'll eat for a month. Teach a dwarf to fish, and he'll go On Break in the middle of a famine.
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Areyar

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Re: What's going on in your fort?
« Reply #26557 on: November 23, 2012, 02:47:12 pm »

first play updated with carts and a damn humonguous kea flies off with a masterfully lead and phrase encrusted mining cart!

Never heard of the critters, but apparently crossbowdwarves have just become even more important.
:/

Areyar cancels reporting DF bug: giant kea of 200kg large enough to carry heavy object.
« Last Edit: November 23, 2012, 03:05:10 pm by Areyar »
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Splint

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Re: What's going on in your fort?
« Reply #26558 on: November 23, 2012, 03:42:25 pm »

Well, my humans are inadvertantly live like dwarves for the time being. The caverns proved to a be life saver at only 6 z's down, as I brought only seeds and drink along with forge gear and weaponry (a sort of weird military smith escort.) There's only a single soil layer, and the embark finder thing said there would be no flux. Instead, there's marble and dolomite everywhere, with native platinum, sphalerite, and limonite in the area. My large starting military of five soldiers has also fed the settlement for at least a year, with numerous giant animals and cave/surface plants being gathered. My lone Hammersergeant, Onager Waternotched, wiped out two troglodyte tribes single handedly. We have silk in abundance, so I'm going to set up a silk industry, since I mined away the cave columns for stone, I have a large open courtyard and cages set up to catch anything that decided to blunder towards my stairwell. Once we've enough stone blocks, I'll begin with a wonderful stone inn on the surface to be the focal point of the setttlement.

AutomataKittay

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Re: What's going on in your fort?
« Reply #26559 on: November 23, 2012, 04:37:26 pm »

first play updated with carts and a damn humonguous kea flies off with a masterfully lead and phrase encrusted mining cart!

Never heard of the critters, but apparently crossbowdwarves have just become even more important.
:/

Areyar cancels reporting DF bug: giant kea of 200kg large enough to carry heavy object.

Regular keas are small, and apparently can mug minecarts full of rock, from my personal experience :D

Always guard your things!
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vjek

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Re: What's going on in your fort?
« Reply #26560 on: November 23, 2012, 04:50:49 pm »

After modifying the GIANT and *_MEN "animals" variant, modifying all organic materials to have a melting and boiling point, and adjusting their behavior to be building_destroyers:1, the following is now true.

I now have the ideal setup for testing any and all magma defense projects.  Animals roam the surface constantly, and will only attempt to enter the fort if there is a placed Statue they can path to within 20 Z-levels of the surface, with a total path length of 145 tiles.  The only requirement is a Savage biome.

I have since run the "magma door defense" fort for a total of 25 in-game years, turning 2250 animals into smoke.  FPS is holding steady at 500.   8)  Enhancements for the next version will be a multi-path entrance to increase the rate of smoke generation.

Splint

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Re: What's going on in your fort?
« Reply #26561 on: November 23, 2012, 04:52:09 pm »

Welp, the home merchants have come, and the amount of wealth will surely outstrip our ability to care for the impending migrants. Got some metal bars and processed them into goods and weapons. A dog solo'd a giant toad, My hammerman now has a troll on his "List of shit I've beaten to death," and tow weavers punched another troll to death while gathering silk, porduction of wqhich was halted so we could catch a giant olm, and a fresh tribe of trogs entered our caves, meaning Onager must get to work because clearly he hasn't killed enough of them.

Fishybang

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Re: What's going on in your fort?
« Reply #26562 on: November 23, 2012, 04:55:15 pm »

Welp, the home merchants have come, and the amount of wealth will surely outstrip our ability to care for the impending migrants. Got some metal bars and processed them into goods and weapons. A dog solo'd a giant toad, My hammerman now has a troll on his "List of shit I've beaten to death," and tow weavers punched another troll to death while gathering silk, porduction of wqhich was halted so we could catch a giant olm, and a fresh tribe of trogs entered our caves, meaning Onager must get to work because clearly he hasn't killed enough of them.

Splint, you have inspired me to make an human fortress, wish me luck!
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Quote from: AustralianWinter
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Splint

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Re: What's going on in your fort?
« Reply #26563 on: November 23, 2012, 05:08:35 pm »

Welp, the home merchants have come, and the amount of wealth will surely outstrip our ability to care for the impending migrants. Got some metal bars and processed them into goods and weapons. A dog solo'd a giant toad, My hammerman now has a troll on his "List of shit I've beaten to death," and tow weavers punched another troll to death while gathering silk, porduction of wqhich was halted so we could catch a giant olm, and a fresh tribe of trogs entered our caves, meaning Onager must get to work because clearly he hasn't killed enough of them.

Splint, you have inspired me to make an human fortress, wish me luck!

Took a little bit of work and I strongly advise getting the sawmill shop from Corrosion if you want to go full on human. My current human settlement wound up living like dwarves by accident, but I plan to rectify that. Also did a little modding to give humans a cheaper not as good version of steel (Called Chalbys, while the good steel is called Dwarven Steel.)

Fishybang

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Re: What's going on in your fort?
« Reply #26564 on: November 23, 2012, 06:28:45 pm »


[/quote]

Took a little bit of work and I strongly advise getting the sawmill shop from Corrosion if you want to go full on human. My current human settlement wound up living like dwarves by accident, but I plan to rectify that. Also did a little modding to give humans a cheaper not as good version of steel (Called Chalbys, while the good steel is called Dwarven Steel.)
[/quote]
Got the Sawmill. Thanks for the advice Splint :D
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Quote from: AustralianWinter
Rakust finished her design - a skirt called "Clambreaks". I am not touching the woman, ever. And I'm not talking to her either.
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