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Author Topic: What's going on in your fort?  (Read 6195362 times)

Orange Wizard

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Re: What's going on in your fort?
« Reply #27555 on: January 26, 2013, 06:07:44 am »

Horrorfurnace died in a horrible awesome way. A firebreathing iguana FB incinerated the dwarves who were collecting trader crap, and proceeded to maul half the military, before tantrum spirals and the titan (that my military failed to kill, Armok damn it) wiped out mostly everyone. I managed to "save" a few dwarves useless dumbasses who promptly refused to do anything remotely useful and died of thirst.
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Please don't shitpost, it lowers the quality of discourse
Hard science is like a sword, and soft science is like fear. You can use both to equally powerful results, but even if your opponent disbelieve your stabs, they will still die.

JAFANZ

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Re: What's going on in your fort?
« Reply #27556 on: January 26, 2013, 06:45:04 am »

i finally found the time to put my new railways to the test....... Total.... Utter... Failure.

Oh sure, the minecart moved down. My dorfs pushed it the rest of the way into the trackstop.

But it generated WAY more hauling jobs than it saved.................. I need a new way to deliver goods to my Trade Depot......


With this failure, I hesitate to generate my new plant/cloth railway, as well as build my metalgoods to magma furnace raildrop...
Are minecarts supposed to save hauling jobs? I thought they were just about making them quicker by combining the "long, middle portion" of multiple jobs into one quicker job.

That is to say N 'long, slow' hauling jobs should become, N 'short, slow' hauling jobs, 1 'long, quick' hauling job, another N 'short, slow' hauling jobs, & another 'long, quick' hauling job? (OK, so I don't trust "Push")

Though appropriate use of "Dump on Arrival" Track Stops, Drop Chutes, & Quantum Stockpiles, would short-circuit that somewhat.
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Psuedonym

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Re: What's going on in your fort?
« Reply #27557 on: January 26, 2013, 08:50:13 am »

Got the Masterwork mod, and my first impression is that hard farming is !fun!
First time I've ever almost run out of food before booze, as I only take a small amount of food on embark, so I had to hastily to designate some slaughtering and fishing.
Tune in next time to see how much !fun! I have making my first well.
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moki

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Re: What's going on in your fort?
« Reply #27558 on: January 26, 2013, 02:43:33 pm »

I obsidianized the river, because the amphibious wild boars (about 30 of them) started to really annoy me.

Sadly, I overlooked the fact, the the boar-infested part of the river was fed by a 7z waterfall. Now that there's no way for the water to drain, it's slowly flooding the whole map and filling up my fortress. At least I got rid of the boars, but I think, some archers may have done a better job.

I just love DF for these moments, though I may be losing a fort of almost 9 years to that stupid mistake.
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But my good sir, the second death was for Dwarven Science!

Naryar

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Re: What's going on in your fort?
« Reply #27559 on: January 26, 2013, 02:47:29 pm »

A few have nothing but wood-cutting enabled.

Burrows ? Path blocked by a tree ? Not enough idlers ?

GuesssWho

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Re: What's going on in your fort?
« Reply #27560 on: January 26, 2013, 02:54:58 pm »

A few have nothing but wood-cutting enabled.

Burrows ? Path blocked by a tree ? Not enough idlers ?

No burrows, path isn't blocked by anything. Dunno about idling, but what could they be doing aside from cutting wood?
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I have no clue what I am doing here.


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.

wierd

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Re: What's going on in your fort?
« Reply #27561 on: January 26, 2013, 03:07:44 pm »

Gettin' dirty with science experiments on mud.

Mud pies for everyone!
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flabort

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Re: What's going on in your fort?
« Reply #27562 on: January 26, 2013, 03:14:14 pm »

Urist McWoodcutter organizes a party at =chert table=.
Onod McWoodcutter cancels cut wood: partying.
Tekkud McWoodcutter cancels cut wood: partying.
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The Cyan Menace

Went away for a while, came back, went away for a while, and back for now.

chaosgear

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Re: What's going on in your fort?
« Reply #27563 on: January 26, 2013, 06:43:00 pm »

While moving bins of crafts to the trade depot, I check the contents of one of the crates. Something catches my eye.

-Bone Figurine of Nothing-

...

"This is a well-crafted bone figurine of nothing. The item is a well-designed image of two nothing in bone by Ustuth Amavuz"

All my wut.
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I always seem to end up with a magnificent burial complex and nowhere near enough bodies to fill it, or far too many bodies and nowhere to put any of them.

vjek

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Re: What's going on in your fort?
« Reply #27564 on: January 26, 2013, 06:49:13 pm »

Costly, but it had to be done, at least once.  8)
Spoiler (click to show/hide)

Eric Blank

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Re: What's going on in your fort?
« Reply #27565 on: January 26, 2013, 07:18:35 pm »

A fire imp snuck into the fortress and immediately began to murder my dwarves. It was put down when it closed on a ‼ranger‼ who beat it to death with her crossbow. She won't be getting a coffin, because there's nothing left to bury, but she'll get one hellova cool slab display hall.

The bastard took out a talented armorer, my brand-new legendary clothier, and several other less-important dwarves. It's corpse will be thrown in a pit at the foot of Impbane's (I named her before she bled out) slab. I made the slab from native aluminum. Our legendary mason did the work, and a master engraver the engraving.  Said engraver was promptly possessed by unknown forces and is going to make me a pretty artifact whatever. I'll force him to use expensive materials, just because. :P
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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.

Loud Whispers

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Re: What's going on in your fort?
« Reply #27566 on: January 26, 2013, 07:57:21 pm »

Costly, but it had to be done, at least once.  8)
Spoiler (click to show/hide)
Those poor clowns didn't see it coming. Suddenly Dorf.

Dorf everywhere.

TigerHunter

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Re: What's going on in your fort?
« Reply #27567 on: January 26, 2013, 08:46:50 pm »

A goblin ambush came up from the south. My marksdwarves positioned themselves along the river and started taking potshots at them while my melee squad rushed to defend the bridge. The goblins decided to ford the river in order to get at my marksdwarves... and were promptly added to the pile of corpses at the bottom of the waterfall.

A straggler saw what happened and promptly ran away. This is good. I like to leave a single survivor to spread word of what happens to those who trifle with Tipgorge.
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Eric Blank

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Re: What's going on in your fort?
« Reply #27568 on: January 27, 2013, 12:02:30 am »

A forgotten beast, a blob composed of vomit with deadly dust, assaulted the fortress. It was put down quickly, with no direct injuries, but several dwarves have already been hospitalized after exposure to the dust. So far, the only symptom I can actually see is bleeding. Here's to hoping it isn't fatal...

[quick edit]

The hospitalized dwarves are released immediately with no actual treatment. Bleeding continues after release, however. It may be coughing blood, rather than bleeding from the skin, which may make it comparatively less fatal. Already, though, I'm seeing spatterings of dog blood. No dogs were involved in the fighting of the FB, as far as I know, so I reason that the dog picked it up from contact with the only obvious source remaining (the dust itself didn't appear to leave behind any sort of residue): the spatterings of blood left by infected dwarves.

That means it's contagious through skin contact, and enters the blood of the infected, which is thus spread all over the damn place. If this thing is fatal, it's probably already too late to stop it; the only dwarf I have safely quarantined and guaranteed clean at the moment is the vampire I caught earlier. She's stable, at least.

[edit]

It has been 14 days since initial exposure, and the first fatality has occured: a turkey gobbler. This shows, at least, that the bleeding can be fatal for smaller animals, but even the two rangers who were directly exposed, Endok and Kivish, show no signs of faintness, and are no longer bleeding.

Turkeys and cavies don't have a whole lot of blood in them to start with, I know, so perhaps it will only wipe out my smaller livestock populations. Then again, FB syndromes have an average of 3-4 symptoms, from older data extracts, and often these syndromes can be delayed by many years, as shown in the fortresses in the Battlefailed series. Huffin' too much of that white powder doesn't just result in hallucinations and an excuse not to go to work today; it ends in necrosis and the death of 90% of the population.

Oh well!

[Edit the third]

Another FB showed up: a hairy, bloated maggot with a square shell, who spun webs. I would have loved to have my own ginormous silk worm, but there was no way to capture it at the time. It entered the fortress after the vastest majority of civilians had made it to the panic bunker, and engaged the dogs in their kennels first. The militia stepped in and put it down without trouble. All in all, it managed to kill two dogs and fatally wound another, who suffocated soon after. What a waste of a perfectly good silk factory!

[oops]

My commander somehow ended up in a cage trap. He was released without further consequence.

[The horror!]

Apparently enough children have died in the danger room that my child to adult ratio was within the proper range to permit new pregnancies. Population explosion incoming... And just as I had nearly enough rooms for everyone!

I'm also beginning to process some candy I'd extracted into strands, which will eventually go on to make wafers. This is good, as far as I'm concerned.

I have been capturing and training crundles as of late, and have attained "general familiarity" with crundle training methods. I will add the meat of these beasts to my stockpiles as I see fit, but first I must guarantee that I can safely breed and keep them, preferably without cages involved. I have also captured many elk birds and am designing a special enclosure just for them. The extra eggs and meat will come in handy, methinks, but breeding them is a gigantic pain in the ass, and may not be feasible without disabling their grazer tag. I'll have to ask permission for that, given this is a succession game save and I don't want to be disqualified just so I can have many, many elk birds.

[edit of eternal irritation]

Yet another forgotten beast has come to pester my wee fortress today; a humanoid composed of ash, with two tails. And a poisonous sting, injected from a single stinger. So, which tail has the stinger?

I'll let the militia at 'im, sure enough. Probably won't succeed in stinging anyone, given they've all nabbed shields by this point and spar enough to be decent with them.

Nope. A damn ranger got stabbed in the arm. I'm gonna have to quarantine her fast.

[to infinity and edit!]

The ranger has been unconscious for months, due to the beast's venom. It's been causing her extreme pain, and she has repeatedly attempted to get out of bed to no avail. Her broken arm has healed completely, but she is still unable to eat and drink for herself, because she receives only fleeting moments of consciousness, and I'd imagine she's screaming the entire time she's awake. She has a low endurance and willpower, so that could be all that's necessary to keep her down for the count even if the symptom's severity were anything less than 100, but she also has a high resistance to disease, so hopefully any resistible symptoms won't appear for her.

I feel bad for her. It's got to be hell on earth. At the same time, I'd rather keep her alive to see what other symptoms pop up later on, or if she ever manages to crawl to her room or something. So I will. :P
« Last Edit: January 27, 2013, 04:25:31 am by Eric Blank »
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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.

McMagma

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Re: What's going on in your fort?
« Reply #27569 on: January 27, 2013, 11:44:59 am »

Making a hard to pass military made of steel  :D
And making some towers around the entrance... and of course the raccon fighting stadium!
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