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Author Topic: What's going on in your fort?  (Read 6195114 times)

Lich180

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Re: What's going on in your fort?
« Reply #27600 on: January 28, 2013, 10:17:09 pm »

I've decided to disable invaders for a little bit, just for the first few years of growth to give myself a little leeway in getting defenses set up. Dwarfpower will be severely lacking for several years, even with the 2 hardcoded migrant waves. I've set the pop cap to 200, and the baby cap to 50, hopefully I get big waves of migrants this first year.

Might write up a story about this, so I'm keeping a log of events as I play. First one I've done like that (not including running updates on here) and might make an interesting read.

Figure I need a creative outlet, since the creative writing class I'm taking is on "the human condition", so I have to write realisticly, and feel stifled in there :P

Initial embark is going, woodcutters cutting, gathers gathering, nothing extreme. The wagon decided to stop right on a brook, so I've got to figure out my aquifer penetration method soon. Any of the methods will work, but I don't know exactly how I want it to be now, and forever.
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Oaktree

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Re: What's going on in your fort?
« Reply #27601 on: January 28, 2013, 11:55:39 pm »

Two years completed in Razorfists.  Population seems to be stabilized at 95.  90 adults since all the immigrant children aged up, and five young children born in the fort.

Most of the industries are established and able to keep the fortress supplied with food, drink, and residence furnishings.  The cistern is filled and the well is active, as well as a completed hospital facility.  The baroness just demanded some fine pewter item and is going to be disappointed though.  Metal production right now is just nickel, copper, and silver.  Some iron and bronze were gotten via trade and have been used to equip the limited militia force in a mix of steel and bronze.  Marksdwarves are making due with copper since they will be behind fortifications most of the time.

The access tunnels have been dug and connected to the main defenses.  Some traps in place, but the fort may have to turtle if a large siege arrives.  So far a few kobolds and some goblin ambush teams have been seen.  No casualties, though a few goblins have been chopped up by traps.

The surface entrance has been bunkered in, and the miners have just completed a perimeter ditch and ramp removal to isolate the hilltop in the northern part of the embark.  That will be the site of a more sprawling surface fortification.  This will keep the masons busy, and otherwise the population can work on various projects and then get drafted into the military as weapons and armor become available.
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Armorer McUrist cancels forge steel mailshirt, interrupted by minecart

GuesssWho

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Re: What's going on in your fort?
« Reply #27602 on: January 29, 2013, 12:10:30 am »

I've given my mayor a dwarf bone cabinet. That should keep him in line.
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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.

flabort

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Re: What's going on in your fort?
« Reply #27603 on: January 29, 2013, 12:22:20 am »

I've given my mayor a dwarf bone cabinet. That should keep him in line.

Are there any images of events on that cabinet? I have a... project, and I need to know if there are any images on artifacts made via fell moods. Particularly pertaining to artifacts or sentients being struck down, to see if they differ from normal images in any way.
In addition, I need to find engravings of "Urist McFell striking down Urist McRawMaterials" after a fell mood, if you can find any. Everything about the engravings I can learn will help.
For... Science. Not ‼Science‼, unfortunately, but... science.
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The Cyan Menace

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

GuesssWho

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Re: What's going on in your fort?
« Reply #27604 on: January 29, 2013, 04:18:18 am »

I have several forts going, if I see it before that one falls I'll tell you.
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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.

WilliamBgns

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Re: What's going on in your fort?
« Reply #27605 on: January 29, 2013, 09:49:51 am »

I was just starting a new fort after being idle for several months.  Spring of year 2 and I had food going, a few bedrooms started, first dorf caravan, two modest migrant waves for a total pop of 15.  Next steps were to get a few new bodies to begin multi-crop farming and perhaps start some metal production.

All of a sudden, "Migrants have arrived", and I have 53 neck beards bearing down on me.  Population increases by ~300%, I decided to save and quite for the day.

I have a ScreenCap but need to figure out how to post.


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Haspen

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Re: What's going on in your fort?
« Reply #27606 on: January 29, 2013, 02:14:23 pm »

I accidentaly too deep :I

With a siege bearing on me in the same time.

Fun will be had.
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joeclark77

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Re: What's going on in your fort?
« Reply #27607 on: January 29, 2013, 04:02:54 pm »

Started a new fort.  Am still constructing my entryway and looking for clever and interesting trap ideas.  Currently I've just got a drawbridge in place so I can do an emergency lockdown.  Most of the basic storage and workspaces are carved out, and we've got plenty of coal and iron ready for the smelters.  Masons have walled off an aboveground area for farming (no roof yet!) and diggers are carving my underground plumbing.  I'm hoping to fill a drowning trap, hydropower station, and fresh-water cistern all at the same time.  Population just went from 23 up to 60, so it's time to dig more bedrooms, organize a serious militia, and divide up labors so my dwarfs aren't multitasking.

So far we've seen only a couple kobolds but our main enemy has been the keas.  My carpenter built seven wooden crossbows and some wooden bolts right away and we managed to get them thinned out, but they'll be back.  Floor hatches are covering the stairway down from the surface farms, but I want a roof on there ASAP.

New goal for this map is to get a wool industry going with massive underground caverns and a huge herd.  I'm sick of rope reed fiber, it chafes.
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Urist McLaptop

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Re: What's going on in your fort?
« Reply #27608 on: January 29, 2013, 05:16:44 pm »

I just started a new world.only 8 years old.there was adonkey demon that took control of a civilization .he attacked the elves nonstop! In just 3 years he alone killed 133 elves and took control of 2 elf civilizations.....that is one dwarfy clown....
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Legend tells of a fort besieged by a dragon. When 79 brave recruits fell to its breath, the last dwarf of the fort took up arms. He sprung from his sickbed and claimed an adamant one sword before he bulrushes the dragon. A clean swipe severs the head. But the dragon claws him in the lower body and burns him alive. As he melts into a pile of booze and fat, I rename him Ronnie James Dio and change his profession to dragonslayer. He will forever be immortalized and worshipped as a dragonslayer God.

Auroness

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Re: What's going on in your fort?
« Reply #27609 on: January 29, 2013, 05:38:03 pm »

Tried a couple challenging embark profiles today.
1. Peasant Cult - No skills picked for any of them, but I did bring 7 axes, and 7 picks. The idea was to start everybody as Peasants,, and share the work. I was lucky to get 1 male and 6 female. Figured it was a Religious Fanatic and his cult waiting for the Mother Ship. Even with all labors turned on, they did nothing but fish. If I turned off fishing, they sat around idling. No one would pick up a tool or perform any assigned tasks. Experiment Failed, Site Abandoned

2. Dorf Fops - 6 courtiers made the King mad, and are told to go away on a long trip. Of course they comply, and go on an exciting adventure to visit a lost Fortress!  The courtiers had all of their points in socials skills, and would do no labor except fishing. 1 poor smuck gets sent along with them, and has points in useful skills. 1 pick, 1 axe, a lot of booze, and assortment of exotic food. Worker dwarf actually gets things done. He digs rooms, set up stockpiles, makes furniture, clean the fish, plants the farm, runs the still, cooks, cleans and everything else. He gets some help from each migration wave. No one has the appraisal skill, so trading is by guesswork. Chased off goblins and a were-badger with a fledgling militia. After 2 years, I was actually starting to think this was a viable fortress, with some interesting limitations. I didn't know about the nearby Tower, and the three Necromancers, and their army of undead goblin, dwarfs, humans, and elfs. Experiment Succeeded, Site Abandoned.
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Dutchling

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Re: What's going on in your fort?
« Reply #27610 on: January 29, 2013, 05:42:07 pm »

Tried a couple challenging embark profiles today.
1. Peasant Cult - No skills picked for any of them, but I did bring 7 axes, and 7 picks. The idea was to start everybody as Peasants,, and share the work. I was lucky to get 1 male and 6 female. Figured it was a Religious Fanatic and his cult waiting for the Mother Ship. Even with all labors turned on, they did nothing but fish. If I turned off fishing, they sat around idling. No one would pick up a tool or perform any assigned tasks. Experiment Failed, Site Abandoned
You should never make a Dwarf more than one of the following: Miner / Woodcutter / Soldier / Hunter. It messes up their (job and military) uniforms. This might be what caused your failure.
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Auroness

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Re: What's going on in your fort?
« Reply #27611 on: January 29, 2013, 06:11:03 pm »

I noticed that, so I set it up tasks with three "miners", and three "woodcutters". I'm going to try it again, (far away from any Towers) and fiddle with it. It really should work.
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Pyre

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Re: What's going on in your fort?
« Reply #27612 on: January 29, 2013, 10:03:50 pm »

I just rediscovered the joys of water under pressure. Evidently some idiot decided to open the Emergency Purge system on the dam, with predicable results. My entire courtyard is flooded with 2 dead. Fortunately, the river was still mostly frozen and I managed to seal off the fort.

EDIT: Make it 3 dead, a miner got swept through the grates in the river.

EDIT2: Apparently the fort is not as sealed as one would like, water is getting in somehow. Also, another corpse, bringing the total to 4.
« Last Edit: January 29, 2013, 10:12:35 pm by Pyre »
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I agree, most of us can't make singing rockets either. Unless you count them screaming through the atmosphere towards a fiery doom as singing.

fourpotatoes

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Re: What's going on in your fort?
« Reply #27613 on: January 30, 2013, 03:18:06 am »

In my it-was-originally-a-test fortress, the goblins decided to lay siege. They quickly got into the courtyard, but since my entire population (except for miners and woodcutters) is in arms, the intruders were shredded. I was still moving the training and reserve (industry) squads to cover the entrance tunnel when I noticed that there wasn't anything left for them to kill.

The battle was essentially over at this point: the only hostiles left were a spearman who had the good fortune to show up on a giant bat, keeping him out of combat, and a cave crocodile that somehow reached the ladder to the main entrance's archer post. The poor crocodile was beaten for three pages by my security team before it finally died from blood loss.

One of the training squads did manage to get some action before the goblins were all put to flight: I noticed its second-in-command (who, being a Great Cheesemaker who migrated with decent axe skills, has the custom profession "Cheese Instructor") had hacked at a goblin and an elk bird.

We had two dwarven casualties: one of the knife squad got killed when he engaged the enemy before the archers could soften them up, and another broke her foot. Being unable to stand, she only killed two trolls and couldn't catch the goblin she was chasing before it left the map.

The elves lost a merchant and a horse that dawdled inside the courtyard instead of heading down the tunnel to the depot, leaving me lots of wooden trash to clean up. I got a dingo from it, but I don't have a breeding program for them.

Indoors, I've commenced a cull of my horses, donkeys and sheep now that I have adequate breeding populations built up. Based on the flood of notifications I just got, I need to do the same with my poultry.

Longwall mining for limestone continues, although problems with the minecart route mean it's not getting to the smelter as efficiently as it should. I've shut it down and am tearing out the gears and rollers for use in a new route that should operate more reliably and use less power. Due to an inconveniently-placed aquifer, I'm making plans for a system to drain water from the mines so that I can get at the limestone and lignite it hides. I'm probably going to start pulling pillars in the layers I'm longwalling -- while it's had no game effect since the 2D era, I'm still going to put in supports when I do this.

I decided that my vampire should face the ballista, followed by damnatio memoriae, but it's taking a while to do any significant damage. Maybe I'll have her ride the new trash-disposal minecart line I'm building, if she's still around when it's ready.
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Di

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Re: What's going on in your fort?
« Reply #27614 on: January 30, 2013, 08:00:41 am »

I've managed to capture a FB with deadly that seemed promising for bio-weapon program. But the creature had a flaw of being humanoid made of vomit. So I rig up the setup for covering bolts with it's dust beast being separated from bolts by fortification. Drop the goblin behind other fortification so he doesn't kill the specimen and... it just suicides by flinging the bolts into itself with the dust.
So much of a disappointment.
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