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Author Topic: What's going on in your fort?  (Read 6196438 times)

VerdantSF

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Re: What's going on in your fort?
« Reply #29340 on: May 24, 2013, 12:32:05 pm »

I could've sworn someone mentioning a change re: knocking local creatures into traps.  Test it out :)!

ZzarkLinux

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Re: What's going on in your fort?
« Reply #29341 on: May 24, 2013, 04:22:46 pm »

Quakeswalled has another artifact in the migrant fort. That makes two.

which is all part of the greater "Wait for a Vampire" plan.
What's your overarching plan for the vampire?
I just want to test the fix for vampires. Right now I'm testing this:
Code: [Select]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[SYNDROME]
[SYN_NAME:ALCOHOL_CREATURE]
          [SYN_AFFECTED_CLASS:GENERAL_POISON]
          [SYN_INGESTED]
          [CE_REMOVE_TAG:NO_DRINK:START:0:END:40000]
found here and here, but I'm worried that the 40000 is too long and the vampire would dehydrate before it wears off.

I guess once I'm done testing, I'll equip the legendary bling on the vampire and send him against some goblins or something.
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joeclark77

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Re: What's going on in your fort?
« Reply #29342 on: May 24, 2013, 04:33:14 pm »

I could've sworn someone mentioning a change re: knocking local creatures into traps.  Test it out :)!
If I read the wiki correctly it's not enough to be "knocked", the target has to actually be unconcious to trigger the trap.  And the bunny husk never sleeps.  Oh well, here's hoping for a cave spider.
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VerdantSF

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Re: What's going on in your fort?
« Reply #29343 on: May 24, 2013, 04:45:51 pm »

If I read the wiki correctly it's not enough to be "knocked", the target has to actually be unconcious to trigger the trap.  And the bunny husk never sleeps.  Oh well, here's hoping for a cave spider.

It was my hazy memory from this bit of speculation on another thread, oops.

I'm gonna go on a wild speculative hunch here, but I've noticed several cases of my own dwarves/animals interacting with traps in a weird (fun) way. There have been a few cases of "dwarf in a cage" in my recent fort, plus 1 of my cats (chased by goblins) got instantly dismembered by one of the weapon traps, out of nowhere. Could it be that a creature dodging or being propelled towards a trap will cause the trap to not "check" whether the creature is hostile and activate? Maybe you're having a similar problem with the spears - "dodge one - into another" kind of thing. If anyone has noticed something similar, share your thoughts. In the meantime...

Akura

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Re: What's going on in your fort?
« Reply #29344 on: May 24, 2013, 07:05:46 pm »

A double ambush has occured. Results: Dwarves, 7 dead, several wounded. Goblins, all killed, plus 3 or 4 captured.

Immediately after this, one of the axedwarves in the command squad went berserk just outside one of the dining halls. This was one of the most heavily armored dwarves in the fort, too(command squad gets all the best gear). Fortunately, a couple of marksdwarves slowed him down while a macedwarf recruit quickly bashed him in the head, just barely keeping the berserker from attacking a child. Lucky for the kid I haven't gotten to making good headgear ;).

During all this, one of the metalsmiths got a fey mood. His best skill is weaponsmith, I think, so I should soon be able to upgrade the quality of the entire army's weapons.
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ZzarkLinux

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Re: What's going on in your fort?
« Reply #29345 on: May 24, 2013, 07:09:57 pm »

Those roughnecks proved useful. We finally got our first ambush, and it was mostly roughnecks that were killed. There are only a few unhappy people in the migrant fort, probably because I put matching married couples into the squads. Till death do us part right?
On the positive side, we gained three shipments of goblinite, we get to train a good doctor, the food supply has stabilized, and I was able to get everyone on the death sheet listed as 'Deceased' (except for the child that was kidnapped, he's still 'Missing').

EDIT: They're all 'Deceased' now.
I guess sntached kids don't appear as missing. And I'm upping the snatched count to 3+ now.
(all the roughnecks had kids, literally right after I formed the squads I had 4 new births).
« Last Edit: May 24, 2013, 07:20:17 pm by ZzarkLinux »
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pisskop

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Re: What's going on in your fort?
« Reply #29346 on: May 24, 2013, 07:36:08 pm »

So the other world I tried had high boots as foreign as a result of the farm mod.  I regenned and started in a civil whose founder was a vampire night creature.  Putting myself on a trade road of the hated humans, I dug in and set up a 'toll' road.  y August I had a barracks proper, stoneworks, and furnaces set up with carpenters area.  Also dug out is a full sized finished goods area.  Low on stone due to deep soil but the aquifer is patchy in my area; a jungle with a river cutting a ravine and a stream misting gently down into said river.
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Pisskop's Reblancing Mod - A C:DDA Mod to make life a little (lot) more brutal!
drealmerz7 - pk was supreme pick for traitor too I think, and because of how it all is and pk is he is just feeding into the trollfucking so well.
PKs DF Mod!

Oaktree

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Re: What's going on in your fort?
« Reply #29347 on: May 25, 2013, 01:50:06 am »

Year 2 has ended in Swordgleams.

The fortress got through the autumn and winter in fairly good shape following the heavy militia losses in the summer goblin raids.  A new militia commander was appointed as well as a new captain of the guard.   Enough armor was scrounged up from trade and processing scrap to equip two two-dwarf melee squads and some limited armor for a six dwarf marksdwarf squad.   The latter got some additional practice after the caged goblin snatchers were tossed in a pit.

The autumn passed uneventfully and that allowed an easy interchange with the dwarven caravan bringing in a supply of metal ore and other valuable goods.  From the look of things neither the humans or goblins have iron available, so the dwarven trade might be the only source.  (Which also means that bronze and iron weapons will be relatively effective on the goblins.)  The peaceful interlude also allowed for the south courtyard defenses to be improved with a zig-zag ditch approach and the installation of a few more cage traps.  The archery galleries were also completed to allow overwatch into the courtyard from two different z-levels.

These improvements were helpful since it allowed the goblin raid in the winter by a group of snatchers and one ambush squad to be handled by the cage traps and the marksdwarves.  Which was good since the melee squads are still relatively inexperienced and half of them are barely past the recruit stage of experience.

The second half of the year also saw quite a bit of infrastructure completed.  The second 2x2 stairway was made through the aquifer.  The cistern was filled and two wells installed.  The dining room got thirty tables and chairs installed, but an expansion is already in the works.  And the mayor's and guard captain's quarters were fully furnished and assigned.  All the planned workshops are up and operational, including magma-powered furnaces for pottery, glass, and metal working.

There is a lot to be done still, but the fort and dwarves should be more secure from now on and the military state should improve with training and better equipment being issued.
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VerdantSF

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Re: What's going on in your fort?
« Reply #29348 on: May 25, 2013, 03:24:37 am »

There is a lot to be done still, but the fort and dwarves should be more secure from now on and the military state should improve with training and better equipment being issued.

Solid start!  Looking forward to reading more about Swordgleams (great name).

Sirbug

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Re: What's going on in your fort?
« Reply #29349 on: May 25, 2013, 03:48:16 am »

I decided to play endurance game. Each my dwarf has personal quarters, and I'm currently implementing "Statues for everybody" program. But I'm afraid my fps die before my fort do, even though population finally started to decline.

My economy is a wreck because most my adult dwarves are in military service training 24/7. Agriculture collapsed and is dependent on caravans. My duke is obsessed with catapult parts witch clog my stockpiles. Queen demand bronze bed in her masoleum.
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Cool, but wouldn't this likely lead to tongues having a '[SPEACH]' tag, and thus via necromancy we would have nearly unkillable reanimated tongues following necromancers spamming 'it is sad but not unexpected'?

Akura

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Re: What's going on in your fort?
« Reply #29350 on: May 25, 2013, 05:25:00 am »

During all this, one of the metalsmiths got a fey mood. His best skill is weaponsmith, I think, so I should soon be able to upgrade the quality of the entire army's weapons.
Turned out it was an armorsmith mood. Even better. Time to ramp up bronze armor production.
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They asked me how well I understood theoretical physics. I told them I had a theoretical degree in physics. They said welcome aboard.
... Yes, the hugs are for everyone.  No stabbing, though.  Just hugs.

ZzarkLinux

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Re: What's going on in your fort?
« Reply #29351 on: May 25, 2013, 09:29:53 am »

My "Migrant" miner just halted a goblin seige !!
After finally sealing the migrants off from the surface (I hate doing that), I later noticed that the lone miner Fumitsuki was up there being chased. So I conscripted her, and now she has four goblin kills.
If her mood ever improves from miserable, then I'll take the class prez and bring her into the "Majesty" fort.
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wer6

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Re: What's going on in your fort?
« Reply #29352 on: May 25, 2013, 10:45:42 am »

My very first immigrant went moody and made iridium angelic grieves. My new military commander now gots A new pair of pants. My new dining room is now getting A new Display.
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Urist Da Vinci

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Re: What's going on in your fort?
« Reply #29353 on: May 25, 2013, 10:48:58 am »

Starting to get bored with my current fort, so I decided to post it to the map archive: http://mkv25.net/dfma/map-11776-moisthalls

Comments/criticism is welcome. The fort has a deliberately low popcap, so I only have 34 dwarves (including children). The idea was to breed myself a fortress, but it is a slow, boring process. Also, I made the fort too safe and isolated from the start. Conquering more of the map surface in the first year is key. It takes a long time for anything to get done because of the limited dwarfpower.

VerdantSF

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Re: What's going on in your fort?
« Reply #29354 on: May 25, 2013, 02:01:36 pm »

Relicshield, pop. 78, Late Spring of 273 (Year 22)

Trade continues smoothly with the humans and elves.  The pointy ears have even seen fit to send a diplomat.  Duke Phyllite agreed to a tree preservation treaty while laughing off the thinly veiled insults and general lack of courtesy.  With all the logs the elves bring each year, there has been little need for wood cutting.  The elves also brought another grizzly sow, though the military has been slowly phasing out the use of war grizzlies.  While helpful in the beginning, the goblins have been sending better equipped troops who have been more than a match for the bears.  Meanwhile, multiple tunnels are currently being mined, though no natural caverns have been found so far. 
« Last Edit: May 25, 2013, 02:25:43 pm by VerdantSF »
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