Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 1986 1987 [1988] 1989 1990 ... 3844

Author Topic: What's going on in your fort?  (Read 6188586 times)

Splint

  • Bay Watcher
  • War is a valid form of diplomacy.
    • View Profile
Re: What's going on in your fort?
« Reply #29805 on: June 26, 2013, 07:08:14 pm »

I've been trying to avoid doing that and let nature clean up the mess for me.

of course nature will just get it all blood, pus, and vomit again when we get visitors again.

BFEL

  • Bay Watcher
  • Tail of a stinging scorpion scourge
    • View Profile
Re: What's going on in your fort?
« Reply #29806 on: June 26, 2013, 07:11:43 pm »

Well I just discovered the big project I have been working on was all for nothing, because turns out trees can only be planted above ground.

All the flooding, all the mud and horror.
All for naught.

Well I guess in five seasons I can have steel though :P
Logged
7/10 Has much more memorable sigs but casts them to the realm of sigtexts.

Indeed, I do this.

Loud Whispers

  • Bay Watcher
  • They said we have to aim higher, so we dug deeper.
    • View Profile
    • I APPLAUD YOU SIRRAH
Re: What's going on in your fort?
« Reply #29807 on: June 26, 2013, 07:20:13 pm »

Spoiler (click to show/hide)
The strangest thing has happened. Snusstrok Legenddogs, the Forgotten beast apparently possessed a venom so potent that not only did it effectively render the undead attacking it harmless floppy sacks of flesh, it also did the same to itself. I'd try to capture it, but I really don't think it'd be worth risking getting past the burnt dead. I think they've been burning for at least 3 years now. And now they have Toads!
But seriously, I thought FBs and undead were immune to these things?

BFEL

  • Bay Watcher
  • Tail of a stinging scorpion scourge
    • View Profile
Re: What's going on in your fort?
« Reply #29808 on: June 26, 2013, 08:15:28 pm »

That spoiler is hilarious  :D
Logged
7/10 Has much more memorable sigs but casts them to the realm of sigtexts.

Indeed, I do this.

wierd

  • Bay Watcher
  • I like to eat small children.
    • View Profile
Re: What's going on in your fort?
« Reply #29809 on: June 26, 2013, 10:47:25 pm »

4 children were viciously killed today for not being reproductively fit, per the eugenics program.
They were thrown, alive, into the chamber of eternity, then told to remove the fortification slits blocking the door to the necromancer's tower.

They complied.

Then they died.

Their corpses were raised soon after.
Logged

Loud Whispers

  • Bay Watcher
  • They said we have to aim higher, so we dug deeper.
    • View Profile
    • I APPLAUD YOU SIRRAH
Re: What's going on in your fort?
« Reply #29810 on: June 27, 2013, 08:37:00 am »

Undead naked mold dogs escaped from the containment cells. Killed two war eagles, one war sow. It was eliminated, but now the Grand Halls have flying zombie war eagles roaming the air.

karloss99

  • Bay Watcher
    • View Profile
Re: What's going on in your fort?
« Reply #29811 on: June 27, 2013, 10:11:38 am »

As my dwarves begun to dig out the initial storage I used 'overseer magic' (reveal + prospect from DFHack) and, sadly discovered that map has next to no coal and a magma pipe 32 Z-levels down. The access to it was top-most priority, as without any coal or trees (tree-less badland) any form of metalsmithing would be a distant dream otherwise.

Cracking into cavern next to pipe was smooth, but as the last holes were filled by my 7 conscripted masons, I got one interruption message - the last piece was unfinished and three hostile leapers got in. I panicked and drafted all 7 into military. Suffice to say, after several months of playing drums on the poor beasts' skulls they were all tired and thirsty. As all 3 of the hostiles were still alive and showed no sign of dying soon, I had to disband the entire squad and get my best miner to go to surface and grab her pick. Why I didn't do so sooner?
Cos a F*ckin 'blinding sand cloud' was parked on top of it the whole time! Anyway... As soon as she got her pick, ate and got drunk (ARGH!), she walked back to the battle 25 Z-levels below and insta-killed all three.

<sarcasm>Great start so far!</sarcasm>

P.S. The spring of 1st year isn't even over yet... *sight*

P.P.S. For added bonus: my dorfs went from 0 fighter skill to 1x3, 3x5, 1x6 and 2x7 dorfs x skill... Guess that field exercise was good after all. (I even have 4 ecstatic guys after all this)
Logged

Lich180

  • Bay Watcher
  • Avatar by PlutoniumApe, "Urist McGuyFieri"
    • View Profile
Re: What's going on in your fort?
« Reply #29812 on: June 27, 2013, 10:22:13 am »

The dwarven caravan showed up, as usual. Military went out to escort them, as per procedure.

Goblin ambush squad managed to get past the cage traps, into the fortress, their goal being to finally kidnap a baby.

They managed to grab the kid, but not before a passing axelord saw another goblin hacking apart another baby for the hell of it. Military scrambled to save the kid, but it was too late.

The kid, born here just last year, lay in pieces; head over there, arm and a leg over there. Blood spattered the ground. Goblin chunks were strewn everywhere else, retribution for the loss of a child. Not a single goblin was spared.

All the parts, including that of the kid, were tossed into the volcano. Must be done, or the passing necromancers that show up every so often will create a bit of an issue later. A slab was put up by the gates in memorial.

Logged

Larix

  • Bay Watcher
    • View Profile
Re: What's going on in your fort?
« Reply #29813 on: June 27, 2013, 02:34:00 pm »

The dwarven government 'The Clock of Wheels' are halfway through their second year at Drownedgears (both deliberately picked names), and the Clock of Wheels is taking shape. We debugged the main timer loop and it now appears to have the very convenient return time of fourteen days. I actually had thought that i'd get a one-day return on the prime loop, but carts ramming into walls cause too much speed loss and their recovery times tend to be ridiculously long, so that basic timer has a return time of two days. I bungled up the design of the secondary loop (intended as the 'week counter' originally) in the designation phase several times but caught all problems before unpausing. This was the first test of the design and it worked flawlessly.

I guess i'll hit the year counter by simply building one six- and one four-counter loop. We might be able to track the date on our own from our third year onward.

On the whole, just to make it tick, it should take seventeen hatch covers, three pressure plates, 34 mechanisms to link up all the hatch covers, and four minecarts. No power, no water, no bridges, it's all powered by the old double-ramp glitch. To get any kind of output, several more pressure plates are required, i'd say 18 and whatever mechanisms are needed to link up the readout; in addition, several track stops linked up to levers are also highly recommended, because otherwise, any kind of maintenance or modifications would be highly hazardous to the dwarfs if not outright impossible.

Once i get it in any way finished, i'll report some more, possibly including awesome pictures showing little apart from masses of upward ramps.
Logged

Matoro

  • Bay Watcher
  • if you drive alone you drive with hitler
    • View Profile
Re: What's going on in your fort?
« Reply #29814 on: June 27, 2013, 02:38:30 pm »

Digging too deep, epic battle with all my legendary fighters, a downfall of the Fountainwash. My king was kicked though fortification into the cavern lake, and he's still alive. Siege, fire, clowns, tales of great candy-clad warriors sacrificing themselves for the others, elves being slaughtered... Ahh, this was probably my best fort. Seven years and 224 dwarves were undone in a one season.

I'm going to use DFHack, change the game mode and take the control of the King. Let's see if I can find my way out from the caverns and retire to the dwarven civ.
Logged

Larix

  • Bay Watcher
    • View Profile
Re: What's going on in your fort?
« Reply #29815 on: June 27, 2013, 06:23:33 pm »

The cart on the core timer loop was kicked in precisely on the first of granite of the third year of my fort, and all counters building on it were primed, except for the season counter. It was finished and ready to go by the end of Granite, but i used the opportunity and linked up the hatches for a five-year counter.

The display's really crummy, but i couldn't come up with something flashier with so few dwarfs and so little time:



So, let's see - it's the first day in the third 'pair' of days in the fifth fortnight (first half of the 'late' month) of the first season, a.k.a. Spring.



Seems about right. I'm somewhat surprised, i'd have expected the date to be a week off or so by now.

Logged

VerdantSF

  • Bay Watcher
    • View Profile
Re: What's going on in your fort?
« Reply #29816 on: June 27, 2013, 07:20:16 pm »

Relicshield, pop. 144, Winter of 308 (Year 57)

The long-delayed expedition in search of the second fabled cavern has finally commenced.  All the old exploratory tunnels were closed, while the scaffolding used for the walls securing the first cavern were removed.  An outpost with food, booze, and barracks was constructed 49 levels below the surface, along with a cave-in corridor in preparation for the dangers below.  Dishmab, the 2nd best warrior of the fortress has now been stationed in the Deep Outpost with her squad of legendaries, including Goden II, slayer of Lerdi the Forgotten Beast and first warrior of Clan Claspletter.
« Last Edit: June 27, 2013, 07:25:23 pm by VerdantSF »
Logged

Urist MacNoob

  • Bay Watcher
  • Indrick Boreale, Adventurus Astartes.
    • View Profile
Re: What's going on in your fort?
« Reply #29817 on: June 27, 2013, 07:29:06 pm »

The dwarven caravan showed up, as usual. Military went out to escort them, as per procedure.

Goblin ambush squad managed to get past the cage traps, into the fortress, their goal being to finally kidnap a baby.

They managed to grab the kid, but not before a passing axelord saw another goblin hacking apart another baby for the hell of it. Military scrambled to save the kid, but it was too late.

The kid, born here just last year, lay in pieces; head over there, arm and a leg over there. Blood spattered the ground. Goblin chunks were strewn everywhere else, retribution for the loss of a child. Not a single goblin was spared.

All the parts, including that of the kid, were tossed into the volcano. Must be done, or the passing necromancers that show up every so often will create a bit of an issue later. A slab was put up by the gates in memorial.

Those fuckers. They'll get theirs in the next patch, when you can make an adventurer slaughter them all down to the children in their dark fortresses with an army of soldiers, undead soldiers and undead beasts.
Logged
Coldmonkey: "The idea that having flaming tools and introducing them to the intimate workings of someone you don't get along with is much too human for these forums. I mean, it's not really that hard, is it? Anyone can wield a torch, it doesn't prove anything. Wearing flaming clothes on the other hand, or better yet, wearing nothing at all and being on fire... that is the essence of dwarfish behavior."

ZzarkLinux

  • Bay Watcher
  • [IS_BUN:#1]
    • View Profile
Re: What's going on in your fort?
« Reply #29818 on: June 27, 2013, 07:43:40 pm »

Doors
Now that NobleFort has pierced the aquifer, it's living space has doubled in square footage. So now I need doors for those rooms, then I can setup the private dorms, fancy meeting hall, and stockpile-designated workshops.

Trolls
I want to send my 4 axe lords at those remaining trolls in MigrantFort. But there's too many of 'em.

Exercise
Now I'm going to stand up and go exercise. Because I've been gaining weight in the wrong places.
Logged

VerdantSF

  • Bay Watcher
    • View Profile
Re: What's going on in your fort?
« Reply #29819 on: June 27, 2013, 10:22:16 pm »

Relicshield, pop. 144, Spring of 309 (Year 58)

The second cavern complex was found 114 levels below the surface.  The first cavern measures 5 levels from floor to ceiling.  This one spans a staggering 69 levels, not including the underground lake which is at least 2 levels deep, and possibly more!  The complex also features a downward passage and a MAGMA POOL :D.  Securing this area will be a far more involved process, but the dwarves of Relicshield are up to the task!

« Last Edit: June 27, 2013, 11:02:54 pm by VerdantSF »
Logged
Pages: 1 ... 1986 1987 [1988] 1989 1990 ... 3844