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Author Topic: What's going on in your fort?  (Read 6197313 times)

Lolfail0009

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Re: What's going on in your fort?
« Reply #29220 on: May 17, 2013, 06:44:11 pm »

Another goblin seige at DaubedDiamonds. Pull Level command issued. DwarfA in security room goes On Break, then Sleep. DwarfB in security room goes Sleep, then Eat. Goblins get in. Goblins slaughter 60 dwarves in SubFort#1. Goblins are removed. SubFort#1 goes berserk and kills another 30 dwarves. SubFort#2 goes berserk. 20 more dwarfs die. A second, larger seige arrives. The rest of SubFort#1 is murdered. I try to pull survivors from SubFort#2 into the security room. All the miasma and death moves into the security room. Migrants arrive and see a StarkRavingMad person and miasma fuming out the entrance ramp. Migrants path fort and die.Three remaining dwarves in SubFort#2: a child, a mayor who "Counduct Meeting", and a militia commander who "Attend Meeting". Complete fort gridlock for three months. More migrants arrive. Migrants manage to establish base in SubFort#2. A goblin commander was caught in a cage, so his squad can't leave the map. Can't get migrants until they leave. Months of buildup. Attack goblin squad with 10 untrained dwarves with 2 war hammers, a pick, and 7 training axes. The end.

My conclusion
That gave me a good laugh, that. And not a half-bad card to liken most of this game to.

Eric Blank

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Re: What's going on in your fort?
« Reply #29221 on: May 17, 2013, 07:46:40 pm »

If only you had a third dwarf in the security room! :'(
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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.

ZzarkLinux

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Re: What's going on in your fort?
« Reply #29222 on: May 17, 2013, 07:52:16 pm »

Actually, in hindsight the SubFort#2 was located right next to the security room. I did order the miner to "dig" into the security room, but she was on her way to sleep at the time. So I guess it was fate.
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Larix

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Re: What's going on in your fort?
« Reply #29223 on: May 18, 2013, 04:05:22 am »

I guess the lesson is that security design shouldn't hinge on dedicated lever-pullers, unless they're vampires. My basic 'pull it or everyone dies' levers are close to (but not in) the meeting area, allowed for everybody.

With 110+ beards in the fortress, a lever allowed to everyone wouldn't take long to be pulled. You can link the same buildings to different levers, so making whatever it was controllable from the security room as well would have been quite possible.

For a last hurrah squad, i'd go with either crossbows or unarmed. Both would be more promising than melee with training axes. They'd likely still get murdered horribly.
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PDF urist master

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Re: What's going on in your fort?
« Reply #29224 on: May 18, 2013, 08:22:39 am »

i just had a goblin macemen ambush in front of my front door. a cage trap triggered the notification. i hastily sent my swords to deal with them since a mechanic was 5 tiles away from the goblins.

almost instantly, the entire squad of macemen were neutralized by my traps before my swordsdwarves could get there. 4 were captured and 2 were sliced to bits by the discs. the mechanic didn't even cancel his job.
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We are not evil by choice, but evil by necessity.

Oaktree

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Re: What's going on in your fort?
« Reply #29225 on: May 18, 2013, 10:03:11 am »

Watermined has gotten a bit boring.  Two rings of defenses are complete and the militia is fully armored with the 'elite' troops wearing steel. 

Migrants are not coming in (last two years netted two migrants) and I have doubts the goblins will ever siege the place.  Too much military firepower for just dealing with ambush squads. 

Some sort of large scale project could be undertaken with the caverns or some scheme to floor the lake to the west.  But that is essentially just doing something to pass the time.

Time to tweak a new world gen and start a new fort series.  Will see if the goblin siege parameters can be eased so that a 60 pop fort can be subjected to their visits.
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ZzarkLinux

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Re: What's going on in your fort?
« Reply #29226 on: May 18, 2013, 01:20:04 pm »

Testing a new site for my next fortress.
I've discovered that wrestling zombies during a blood tsunami is not the best way to make dwarves happy.
The happiness modifier only benefits you. Not the dwarves.
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pisskop

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Re: What's going on in your fort?
« Reply #29227 on: May 18, 2013, 01:36:57 pm »

So I choose my mental giant of a broker for barony.  Dude has soul stats so high I think he uses telekinesis to  wipe his non-existent hindquarters.

Anyhow I'm guarentteed a good time I think.  He likes adamantine, hammers, bins, and probably dead dwarves.

The prefered war criminal execution method is zombie/cloud watch.  an added bonus I hope is any cloud victims will alert me to sieges, but no confirmation thus far.  The great horned owl man corpses are real pains.


EDIT:  That's what it was.  bucklers and flutes he likes.  35 years old.
« Last Edit: May 18, 2013, 01:44:35 pm by pisskop »
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VerdantSF

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Re: What's going on in your fort?
« Reply #29228 on: May 18, 2013, 03:37:31 pm »

Relicshield, pop. 60, Late Spring of 264

The elves have FINALLY provided a bear sow!  One bear for every soldier will soon be a reality!  Meanwhile, the abduction spree has come to an end with the creation of a day care center.  With beds, statues, and the finest food, the children of the fort have stopped running amok.

Sulacsol

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Re: What's going on in your fort?
« Reply #29229 on: May 18, 2013, 06:02:10 pm »

In the new fortress ofTunneledearth (RNG was beeing cooperative today, for once.) I've been naming all my dwarves after friends from high school and people I've met and friends I've made in high school, using th dwarves' personalities and matching them up as best I can to real people. I've even found one who fits my girlfriend to a T!

Digging and expansion have been undergone nonstop. My smiths are my miners, so that's made them unable to have a moments' rest. The first migration wave has only brought two dwarves, which made handling their dietary and residential needs a piece of cake, but helped little with setting up industries better than my weaponsmithing program, which has produced about 8500 dwarfbucks in iron to trade to the first caravan due in a couple weeks.

Design's focused on efficiency rather than security, so a lot of work has to be done before my fortress is secure against something that can break down a door, but I oughta be able to handle an ambush. And since my population is small, that's a very low priority.
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Larix

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Re: What's going on in your fort?
« Reply #29230 on: May 18, 2013, 06:06:10 pm »

The isolated fort Taronkivish had a census last year. 122 dwarfs - grown out of an end-of-first year population of seventeen, including two immigrated children. Seven of the current denizens are single dwarfs who embarked or immigrated, six are the heads of the Three Families. Between them, these three couples have 70 children in the fort, and 24 grandchildren. There's also _one_ other clan, a couple with their thirteen children.

The evident heads of the families are the matriarchs - the mayor (starting seven's carpenter/woodcutter, with all-around legendary social skills), the chief medical dwarf (weaver/clothier, immigrated as hunter) and the militia commander (engraver/mason). The fourth family is led by a furnace operator, and i'm seriously considering making metalworking a family tradition for the clan. This quite generally seems like an interesting idea for a long-term fort - assign the main occupations to families, so that a child of farmers would become a farmer, too (with some variety - the child of a thresher shouldn't be limited to threshing when there's a shortage of, say, brewers or cooks). The 'crafts' might be best divided into two families, one for the craftsdwarf's workshop occupations, and another for the clothing industry.

And my first attempt at a minecart route was a qualified success. The minecart made its way down ~120 z-levels with a single push. Downside was it lost the five lumps of clay that were supposed to be the payload and i disabled the route again for now.
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VerdantSF

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Re: What's going on in your fort?
« Reply #29231 on: May 18, 2013, 06:45:39 pm »

The isolated fort Taronkivish had a census last year. 122 dwarfs - grown out of an end-of-first year population of seventeen, including two immigrated children. Seven of the current denizens are single dwarfs who embarked or immigrated, six are the heads of the Three Families. Between them, these three couples have 70 children in the fort, and 24 grandchildren. There's also _one_ other clan, a couple with their thirteen children.

I've been naming firstborn dwarves after their mother or father, according to gender, but other than that, I haven't taken a close look at the family trees.  The clans of your fort sound really cool!  I wish we could change the last names of our dwarves to keep better track of their families.

Eric Blank

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Re: What's going on in your fort?
« Reply #29232 on: May 18, 2013, 07:21:54 pm »

You can set it to sit in the middle, but not replace the last. That'd work, right? My forts never survive to see so many offspring...
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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.

bennerman

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Re: What's going on in your fort?
« Reply #29233 on: May 18, 2013, 07:47:09 pm »

Play Orc Fortress. Building a great Orcish fleet. Already used up 500 trees and I'm not even finished the first housing boat.

Using fastdwarf and infinite embark points, because I always lose too fast. will switch off fastdwarf when I have a better chance of maintaining the fort.

Anybody know how Raider's Drydocks have to be placed? Entirely over water? a certain part over water? on land?
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VerdantSF

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Re: What's going on in your fort?
« Reply #29234 on: May 18, 2013, 07:50:28 pm »

You can set it to sit in the middle, but not replace the last. That'd work, right? My forts never survive to see so many offspring...

Yup, you can change the nickname, though the game treats it like a first name.  Still, that's not a bad idea.  The stories of each clan in engravings would be immediately discernible.  I named each of my original 7 after their first mineral preference, but those will work just fine as family names, too :).
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