Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 1962 1963 [1964] 1965 1966 ... 3844

Author Topic: What's going on in your fort?  (Read 6195771 times)

Splint

  • Bay Watcher
  • War is a valid form of diplomacy.
    • View Profile
Re: What's going on in your fort?
« Reply #29445 on: June 02, 2013, 10:37:04 am »

As the RNG gave the name of Honeylabor to my newest fort, i have decided that, instead of just yak based supplies as I intended, I will include as much beekeeping products as dwarvenly possible with one beekeeper.

Surely this won't end badly with only two food sources.

Sirbug

  • Bay Watcher
    • View Profile
Re: What's going on in your fort?
« Reply #29446 on: June 02, 2013, 11:17:55 am »

Well, I breach into hell. So this is how my 12-year-old fort comes to an end. In a fit of role-playing I'm trying to seal caverns off to not let demons out, as my military make last stand.

UPD: I did manage to seal it off. Meanwhile, my military dwarfs stand in ashes, surrounded by corpses and know that they did hold the line. So proud of them...
« Last Edit: June 02, 2013, 11:38:47 am by Sirbug »
Logged
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'?

dewboy

  • Bay Watcher
  • I did it..... FOR !!SCIENCE!!
    • View Profile
Re: What's going on in your fort?
« Reply #29447 on: June 02, 2013, 12:33:44 pm »

So my first big siege came. 3 goblin squads. I've never taken on this many goblins before and i only had 6-8 (axe and hammer) dwarves. While these dwarves were skilled, i didn't want to take a chance (one goblin squad was lashers). So i seal up my fortress and let the silly goblins bash them selves against my weapon traps. I forgot about a tunnel I had made to my bridge area so i could pick up bodies and such under it. Anyways, with goblins and trolls dying from traps alot of stuff was up for grabs. Not to mention the 10 dwarves stuck outside. So about 40 of my 190 dwarves died because of that one tunnel. (however no goblins acctually got in the fortress.) As a last ditch measure I unleashed my military and they kill almost 20 goblins. However, now im slipping into a tantrum spiral with 40 dwarves under "fine" level. Goodbye OrangeVomits.

Edit: One dwarf was sitting in the hospital with a fracture lower spine. He tantrumed, crawled across about 8 tiles, killed 2 other wounded dwarves in their sleep, and then was promptly cut to ribbons by my axedwarf milita commander
« Last Edit: June 02, 2013, 02:23:08 pm by dewboy »
Logged


WEEEEEEEEEEEEEEEEEEE

Gigmaster

  • Bay Watcher
    • View Profile
Re: What's going on in your fort?
« Reply #29448 on: June 02, 2013, 02:32:49 pm »

So my first big siege came. 3 goblin squads. I've never taken on this many goblins before and i only had 6-8 (axe and hammer) dwarves. While these dwarves were skilled, i didn't want to take a chance (one goblin squad was lashers). So i seal up my fortress and let the silly goblins bash them selves against my weapon traps. I forgot about a tunnel I had made to my bridge area so i could pick up bodies and such under it. Anyways, with goblins and trolls dying from traps alot of stuff was up for grabs. Not to mention the 10 dwarves stuck outside. So about 40 of my 190 dwarves died because of that one tunnel. (however no goblins acctually got in the fortress.) As a last ditch measure I unleashed my military and they kill almost 20 goblins. However, now im slipping into a tantrum spiral with 40 dwarves under "fine" level. Goodbye OrangeVomits.

Damn :( I hate it when you forget about stupid crap like that. How did the 40 dwarves die? Were they running out to collect stuff? If you're going to try and save the fort, here's a few things that might help.

Use Dwarf Therapist to change everyone's labors; set everyone to masonry, cleaning up/refuse, recovering wounded/dead and medical duties. (If you need food/drink ect, naturally keep a few people chugging away at that.) Basically, cut any work that is not immediately necessary, and not immediately helpful. Having lots of idle people means that your random Great Consolers who immigrated in can do some good, since dwarves only socialize when they're idling (I believe).

Also, keep on churning out coffins and burying the dead ASAP, before the corpses rot (and their acquaintances get negative thoughts because of it.)

Consider making a 'mental health room': Make a decent sized engraved room (or re-purpose one), and stuff it with everything under the sun: doors, hatches, statues, stands, weapon traps, querns, whatever you can, then use a statue to make the room into a statue garden. The idea is that dwarves have preferences for certain materials and certain types of items; the more types of both you can cover, the happier you can make your dwarves.

Finally, make a 'Mysterious Disappearing Room': construct and connect a raising bridge in a sealable room to a lever, then use burrows to put your most tantrum-vulnerable dwarves in it. Then lock the doors and atom smash them. If no-one else sees this happen, they'll never come up as dead (until they start haunting your fort, but that takes a while), thus not freaking out your friends AND removing a link in your tantrum spiral. Good luck!

***

On a separate note: does anyone else here use dual-shield wielding dwarves in their military? I ask, because mine are A. Performing incredibly well, and B. have this really odd tendency to forcibly remove EVERY tooth from their enemies with shield strikes, resulting in little ivory-white showers across the battlefield that take forever to clean up. The most recent was a war polar bear ridden by a ferric elf (from the Fort Defense mod); those must have gone 10 tiles before landing. It's gotten to the point where I call all my shield dwarves 'Dwarven Dentists'. Has anyone else noticed this?
Logged

Gentlefish

  • Bay Watcher
  • [PREFSTRING: balloon-like qualities]
    • View Profile
Re: What's going on in your fort?
« Reply #29449 on: June 02, 2013, 05:00:00 pm »

Yeah, it's one of my most favorite non-game-affecting glitches - knocking one tooth out knocks them all out. At least in vanilla - that may not be the case in a mod such as Fort Defense.

Bludulukus

  • Bay Watcher
    • View Profile
Re: What's going on in your fort?
« Reply #29450 on: June 02, 2013, 06:00:37 pm »

The Forgotten Beast Ngopex has come! An enormous one-eyed crab. It has a pair of squat antennae and it undulates rhythmically. Its emerald exosqueleton is waxy. Beware its deadly blood!

I suspect this will not be as easy as that forgotten beast made of salt that died in 1 hit I got earlier.
A Gohma?

Silly crab stayed in the underground lake in the caverns and started fighting a single reptile man spearman who ended killing it, gaining the name Elekem, reptile man spearman!

And then the NEXT forgotten beast, some fire breathing earthworm was killed, only managing to injure one dwarf on the second toe of the right foot.   Forgotten beasts? more like pushover beasts
Logged

slothen

  • Bay Watcher
    • View Profile
Re: What's going on in your fort?
« Reply #29451 on: June 02, 2013, 08:03:15 pm »

Goodbye OrangeVomits.

Edit: One dwarf was sitting in the hospital with a fracture lower spine. He tantrumed, crawled across about 8 tiles, killed 2 other wounded dwarves in their sleep, and then was promptly cut to ribbons by my axedwarf milita commander

Keep at it, attempting to correct a tantrum spiral is one of the most fun things you can do in fortress mode.  You either make it to the next migrant wave and clean a fortress filled with rotting corpses, or you fail in a gruesome and hilarious manner.

Meanwhile in my fort, I caught my first GCS... like EVER, in years of playing this game.
Logged
While adding magma to anything will make it dwarfy, adding the word "magma" to your post does not necessarily make it funny.
Thoughts on water
MILITARY: squad, uniform, training
"DF doesn't mold players into its image - DF merely selects those who were always ready for DF." -NW_Kohaku

VerdantSF

  • Bay Watcher
    • View Profile
Re: What's going on in your fort?
« Reply #29452 on: June 02, 2013, 09:56:02 pm »

Keep at it, attempting to correct a tantrum spiral is one of the most fun things you can do in fortress mode.  You either make it to the next migrant wave and clean a fortress filled with rotting corpses, or you fail in a gruesome and hilarious manner.

Slothen has the right idea.  If you manage to contain the spiral, you'll overcome probably the #2 greatest threat to fortresses (FPS death being #1).

Meanwhile in my fort, I caught my first GCS... like EVER, in years of playing this game.

Grats!

blue emu

  • Bay Watcher
  • GroFAZ
    • View Profile
Re: What's going on in your fort?
« Reply #29453 on: June 03, 2013, 12:28:00 am »

Here lies Morul, who took a nap
Right on top of a Weapon Trap.
Logged
Never pet a burning dog.

slothen

  • Bay Watcher
    • View Profile
Re: What's going on in your fort?
« Reply #29454 on: June 03, 2013, 08:53:49 am »

After multiple attempts with pitting, re-caging, and pitting new creatures, I got my trained GCS to explode webs at a crundle while [the gcs is] chained.  The problem is the dwarves get webbed by new webs while collecting, which causes the collect webs job to cancel.  I'm installing shutters to block webs and LOS to the crundle (they get interrupted when they're about 3 tiles away from it).  The shutters are bridges with restricted pathing.  I'd like to get some kind of long repeater design (i've never used a repeater) so that the entire thing can be completely automated indefinitely.  One issue of course is that even with restricted traffic on the drawbridge tiles, dwarves will gather those webs if they're the last available ones.  So I might have to make the bridge tiles themselves inaccessible, but even with 3 layers surrounding the crundle (fortifications, bridges, and something impassible for the bridges), there should be ample room for webs to land.  This should be pretty fun though, I've got multiple 4 legendary dyers, 2 legendary +5 weavers (these don't do web collection), and 3 legendary +5 clothiers.  Now if only clothing wear was scaled inversely with clothing core quality...

I also succesfully dammed the brook last winter and am building an alternate path for the brook to accommodate more space for my grand architectural designs (i think later I'll upload some screenshots and MS-paint abstractions for portions of it, as a way to share and help me organize my own plans)

Went into Dwarf Therapist and gave a nickname to everyone who had High Master or above in a useful skill (this was LONG overdue), I'm also neglecting my graveyards/slabs/memorials/tombs.

Also, I have a Brilliant idea for a new fortress.  An idea so good I even have ambitions to make a community fort, with time spent up front on legends mode and some basic modding (I'm thinking modest mod and some low-impact raw fixes).  The basic idea would be to live entirely in the caverns, with rooms and workshops dug out into walls adjacent to caverns, miners clearing out natural pathways by widening existing ones in the caverns and digging out pillars in them.  Lots of fun with water and animals to be had.  Military entirely focused on killing or if possible trapping forgotten beasts as they spawn.  Surface defense handled by a giant dwarf-made open-air shaft with a spiral ramp around the edges as the main access to the cavern level.  Magma or water to blast enemies off the ledges into the shaft, as well as traps.  basically the whole point would be the natural structure of the caverns would inform the organization, structure, and architecture of the fortress.  I might need to mod caverns to have more open space vertically.

« Last Edit: June 03, 2013, 09:30:25 am by slothen »
Logged
While adding magma to anything will make it dwarfy, adding the word "magma" to your post does not necessarily make it funny.
Thoughts on water
MILITARY: squad, uniform, training
"DF doesn't mold players into its image - DF merely selects those who were always ready for DF." -NW_Kohaku

dewboy

  • Bay Watcher
  • I did it..... FOR !!SCIENCE!!
    • View Profile
Re: What's going on in your fort?
« Reply #29455 on: June 03, 2013, 10:35:31 am »

Goodbye OrangeVomits.

Edit: One dwarf was sitting in the hospital with a fracture lower spine. He tantrumed, crawled across about 8 tiles, killed 2 other wounded dwarves in their sleep, and then was promptly cut to ribbons by my axedwarf milita commander

Keep at it, attempting to correct a tantrum spiral is one of the most fun things you can do in fortress mode.  You either make it to the next migrant wave and clean a fortress filled with rotting corpses, or you fail in a gruesome and hilarious manner.



Meanwhile in my fort, I caught my first GCS... like EVER, in years of playing this game.

Congrats to you and your new GCS. I just realized that I had put a vampire in solitary confinement about 2 years before this spiral. Even If everyone dies, ORANGE VOMITS SHALL PREVAIL
Logged


WEEEEEEEEEEEEEEEEEEE

slothen

  • Bay Watcher
    • View Profile
Re: What's going on in your fort?
« Reply #29456 on: June 03, 2013, 10:38:22 am »

Congrats to you and your new GCS. I just realized that I had put a vampire in solitary confinement about 2 years before this spiral. Even If everyone dies, ORANGE VOMITS SHALL PREVAIL

Nice.  Although if your vampire has friends he could go insane as well, or potentially be haunted to death/insanity.  Although an insane vampire will never die of thirst, I'm not sure what happens if your last remaining dwarf is insane.
Logged
While adding magma to anything will make it dwarfy, adding the word "magma" to your post does not necessarily make it funny.
Thoughts on water
MILITARY: squad, uniform, training
"DF doesn't mold players into its image - DF merely selects those who were always ready for DF." -NW_Kohaku

Sirbug

  • Bay Watcher
    • View Profile
Re: What's going on in your fort?
« Reply #29457 on: June 03, 2013, 11:41:55 am »

I decided to start my dream architecture project. In hot climate. Forgot to establish brewing industry. Now everybody will die.

Few miserable migrants came and went insane. Jerks. At least I got legendary engraver from this affair.
Logged
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'?

dewboy

  • Bay Watcher
  • I did it..... FOR !!SCIENCE!!
    • View Profile
Re: What's going on in your fort?
« Reply #29458 on: June 03, 2013, 01:18:37 pm »

Thanks to you guys I believe my fort will pull through. I've lost about half my dwarves (198 down to 100) and I now have 57 children and babies. However, Next migrant wave I'll be back to work.
Thanks again
Logged


WEEEEEEEEEEEEEEEEEEE

VerdantSF

  • Bay Watcher
    • View Profile
Re: What's going on in your fort?
« Reply #29459 on: June 03, 2013, 01:24:35 pm »

Thanks to you guys I believe my fort will pull through. I've lost about half my dwarves (198 down to 100) and I now have 57 children and babies. However, Next migrant wave I'll be back to work.
Thanks again

Good job!  Keep us posted on how things go!
Pages: 1 ... 1962 1963 [1964] 1965 1966 ... 3844