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Author Topic: What's going on in your fort?  (Read 6194892 times)

coobuddy

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Re: What's going on in your fort?
« Reply #30240 on: July 16, 2013, 01:11:56 am »

The lads of Mansioncradle in the year 16 have found pleasure in my use of dfusion impregnating goblin captives and then making lavish meals from the goblin babies that emerge. The goblin I have chained over my grand entrance way doesn't seem to like this. Morale has never been higher. Experimentation must continue.
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skyte100

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Re: What's going on in your fort?
« Reply #30241 on: July 16, 2013, 01:22:19 am »

The goblin I have chained over my grand entrance way doesn't seem to like this.
I have an entire wing dedicated to being a prison for captured goblins.
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Maul_Junior

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Re: What's going on in your fort?
« Reply #30242 on: July 16, 2013, 01:27:56 am »

.....I didn't really believe, REALLY believe that I'd get into the whole story-telling aspect, since in general I'm more of a not-that-good power-gamer who doesn't know the game well and sticks around just long enough to learn the game but not long enough to master it, but.....

I just had a cyclops visit. So, me panicking since I hadn't done any military stuff aside from setting up 2 3-4 person squads the year before......

As I struggle through the military interfaces, quickly drafting 10+ more dwarves, I send dwarves dressed only in clothes and shoddily armed out to form up outside. I realize that the Marksdwarves don't have any ammo, but decided to go with it anyway ("This is Dwarf Fortress, after all, what's a bit more fun?"). Then I gave the order to attack the Cyclops, with pretty much all the dwarves having had no military training at all.

Kulet Avuzstizash was a Recruit with clothes on her back and a short copper sword, and nothing else. She was also carrying her baby at the time. She was the closest and attacked the Cyclops. Who was also, thankfully, unarmed/armored.

Alone. Baby in hand.

The Cyclops grabbed the Dwarf, and Kulet stabbed him in the hand. The Cyclops gets several good punches in. Old Cyclops charges Kulet and knocks her over. Then the Cyclops grabs the baby by the finger. Mom comes back, stabbing the Cyclops in the previously stabbed hand, tearing muscles, ligaments, and bruising the bone. They dance around a bit more, then Kulet stabs the Cyclops in the hand again, before jamming her sword into the Cyclops' left foot, knocking the Cyclops over. The Cyclops becomes enraged, but Kulet doesn't let up. She's just bashing the CRAP out of him, cutting nerves, muscles, ligaments, etc all over his body, before hitting the Cyclops' right ribcage, and apparently puncturing a lung. Around here somewhere Kulet becomes a Swordsdwarf. The Cyclops starts having breathing, and shortly falls unconscious, having given no fight since the ribcage stab. At this point, Kulet starts bashing the Cyclops' head with her sword, joined shortly by a Marksdwarf without ammo, who uses her copper crossbow to join in.

Right about now, the Cyclops wakes up, but is still unable to fight. The Marksdwarf BITES the Cyclops on the foot, taking a firm grip on the muscles, but is quickly shaken off.

Then my favorite part of the fight:

The Cyclops Looks Sick
The Cyclops Vomits
The Cyclops Misses the Marksdwarf.

Projectile vomiting as an attack. :D

At this point the two dorfs start bashing the Cyclops' head again, until finally the poor beastie is put out of its misery, but not before vomiting several more times. And just as it breathes its last, the other 20-odd dwarves finally show up, just as Kulet goes to find her kid.

Did I mention that none of my dwarves were injured beyond bruises?


.......holy crap.

I.....think I may be hooked. :D

time to get these dwarves some decent armor. and weapons. and training.

Glad I've been stocking up on leather.

And Kulet command of her own Squad. Militia Commander.
« Last Edit: July 16, 2013, 01:50:11 am by Maul_Junior »
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there is nothing funnier than watching a goblin army get assaulted by hundreds of war chickens.

Any new discovery, sufficiently weaponize, is indistinguishable from !!FUN!!

WanderingKid

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Re: What's going on in your fort?
« Reply #30243 on: July 16, 2013, 03:55:26 am »

Very cool.  Welcome to the asylum, Maul.

AdmiredMansions goes well, except for one minor problem.  As my weaponsmith slowly finalizes his last levels... melting his masterworks is sending him insane, but I've still got him working with crap material to take advantage of the melting rates.  I need to fix that so his masterworks are allowed to remain.  I think we'll start with silver warhammers while we begin steel production for him to work on axes with.

The last siege with two goblin units was repelled with rediculous ease.  The AI pathed right to the doorway all the way around the fort, constantly being fired upon by the prepped and placed crossbow squad.  They never even got to the wardogs, nevermind the cage trap hallway.  Surrounding fortifications on the second level of the fortress are completing now that the floors are mostly in place.  Slowly but surely I'm starting up melee units in leather armor to start training in the barracks while I get the metal industry underway. 

FPS is ~35 and slowly draining.  Once we've carted all the ore out of the major veins I'm going to wall them up just to get them out of the pathfinder.  The DFHack vein digger was very helpful but I've got up/down stairs all through that mess.

Protecting the way up from the cavern punches (which right now are floored/hatched/Fortificationed) I placed a large pasture and all my dogs are pastured there when not assigned to anyone/front gate thief detection.  Considering that's a large number of (correctly sized now) wardogs, that should dissuade any would be invaders not wearing metal in case I make a mistake somewhere.

My engravers are working on the second apartment complex, and my masons still continue to try to skill up to my satisfaction for the main dining hall.  It's coming along slowly.  I assigned the old baronesses' quarters to the new Captain of the Guard.  After she starved to death from melancholy she won't be needing them.  I'd almost finished her tomb, too, before she went batshit... too bad, commoner's grave now.

I have... good lord... 5 pages of 'animals' now.  My turkeys won't even hatch anymore.  I'm waiting for the Leopard Cubs to grow up then I'll start significant training on them for the war units with the males.  I'd thought to get a pig leather industry going, but that seems pointless now.  I'm mass producing leather bags just to dump the leather stockpile (and to get more bags for the sand/quarry bush/dye industries).   Let's see... Time to butcher stuffs.  Pigs (leaving 1 each), 2 random roosters, ducks, about half the cats, a few goose (leaving the geese), cavy pups, a... capuchin?  When'd you get here? ... peachicks, some water buffalo calves, ... I can't get rid of this roach I bought by accident... My gods, when did all this crap get in here?

That'll leave me about 2 pages of dogs, a lion, a female black mamba, my leopard collection, a bunch of turkeys and geese, 2 pigs, a handful of cats/kittens for pest control, a captured Gray Langur, and whatever pets my dorfs have adopted.  Well, that's gonna be a busy butchery.

And while I'm typing this the fort's first Forgotten Beast just showed up in the Second Cavern.  A... oh great.  A fire breathing giant mite, which is a disturbing image all on its own.  Round shell, squirms and fidgets, green-yellow scales and they're set far apart.  It's name is Gosmer.  Think I've read about this guy in an engraving or two, or maybe they were figurines.  Well, he's ignorable, he doesn't fly and that cavern's got a locked hatch anyway.  Maybe he'll find something to play with down there.  I can't see any underground critters except for a bunch of reptile men in the first cavern and some imps in the magma sea.

Addendum: And I just dumped 58k worth of finished bone carvings on the dwarven caravan.  ROFL.  Bought them out of steel.   :)

Snaake

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Re: What's going on in your fort?
« Reply #30244 on: July 16, 2013, 05:41:34 am »

So I'm minding my own business, trying to harness the power of a river in the bottom of a chasm. Just watching my dwarves to make sure they don't fall in from the force of the waterfall. I get distracted for a moment because a kobold tried to get in, but was chased off by my dogs.

A few moments after that, watching the guys digging out the back of the waterfall and building grates over the lake, I see something fall in. I go down a z-level and see that my dogs chased the kobold into the river, and right off the cliff over the falls.

Damn the river above the waterfall and remove the ramps into the river for a few tiles just before the waterfall. Or setting the space just before the waterfall to have restricted traffic might work too, as long as you have *some* other route across.

The Mechanical Clock of Wheels have finished the bulk of the work for their current project at Drownedgears: the Dwarven Clock Mk.II is working, including a (rather wonky) hour display and a total projected lifetime of 10 000 years (9843, to be precise, because it's already the year 157). The carts for the decades, centuries and millennia haven't been assigned yet, because the clock would as yet not be able to display those units.

The core oscillators have been started a full season ago and operate on a 360-step basis, so if there's any imprecision, it should have shown by now.
So far, we've used ~260 hatch covers and 810 mechanisms; i think the finished work will be around 900 mechanisms. Since the heavy lifting has been done, we finally accepted the offer of a barony, which was granted to our brave expedition leader and chief mechanic.
...

Nice work on the clock!

... at least three of [the injuries]were caused by telekinetic minecarts.
[/quote]

I can already smell the weaponization!
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Parakus

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Re: What's going on in your fort?
« Reply #30245 on: July 16, 2013, 09:51:51 am »

Well, over in Machineashes, I had the miners digging out an arena for my military to splatter with goblin blood. I neglected to note exactly where the first cavern layer began, until I was alerted to a cave-in. One miner and a ton of rock fell into the lake in the first cavern layer, punched through the bottom, and kept right on going to the second cavern layer. So now the lake will be infinitely draining into that layer, and I'll have to put the arena elsewhere.

Oh, and the miner? Fell 9 z-levels and lived.
« Last Edit: July 16, 2013, 09:54:38 am by Parakus »
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Bigheaded

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Re: What's going on in your fort?
« Reply #30246 on: July 16, 2013, 12:59:53 pm »

Shadowhalls has our first artifact, a copper battleaxe. Is this better than a steel one? Besides that, we have begun the construction obsidian walls around our fortress.

It will be more accurate but copper isn't particular strong so will not damage copper armor so much or materials which are harder than copper.

I used to change it using dfhack into steel ones, just changed a warhammer which my hammerlord named himself to a silver one, as silvers nice for hammers.

A bit cheating but can make some useful artifacts :)
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I just found a barrel which contained a wheelbarrow. Inside the wheelbarrow was another barrel. I don't even understand how that is possible.

Bludulukus

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Re: What's going on in your fort?
« Reply #30247 on: July 16, 2013, 03:07:15 pm »

Fortressbowel, year 18, pop 248

The bleeding syndrome that I thought ended apparently infected another 3 dwarves who were never in contact with the FB or its extract. Regardless of how they contracted the disease they have been quarantined in their respective bedrooms to await their fate, while I scour the fort for more signs of undue bleeding.

The human caravan came and we traded some nickel goblets for extra booze, fish and meat.

The Queen had her own consort jailed for 200 days after a mandate to construct 3 gauntlets expired. I'm not entirely sure why he was jailed since his highest skill is as a fish dissector. I'm of a mind to get rid of the Queen entirely by slow starvation or putting her in a squad all on her own and sending her to the 3rd cavern layer.

A Giant Toad arrived and killed the FB bait puppy while I was distracted, the puppy fought valiantly and the Toad was left grievously wounded.
« Last Edit: July 16, 2013, 03:16:01 pm by Bludulukus »
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PDF urist master

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Re: What's going on in your fort?
« Reply #30248 on: July 16, 2013, 05:52:39 pm »

so far, i've been laying random cage traps on the surface to catch wild animals and possible ambush alerts. so far i've only caught giant sparrow. needs more traps.
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skyte100

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Re: What's going on in your fort?
« Reply #30249 on: July 16, 2013, 06:05:56 pm »

so far, i've been laying random cage traps on the surface to catch wild animals and possible ambush alerts. so far i've only caught giant sparrow. needs more traps.

Hah I caught a breeding pair of giant ostriches and giant wrens as well as many vultures and giant ticks/thrips/etc that get butchered. Not to mention a dozen goblins chained in my POW wing. You just got bad luck.
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penguinofhonor

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Re: What's going on in your fort?
« Reply #30250 on: July 17, 2013, 04:58:15 am »

Finally, the sequel to the critically acclaimed series of forum posts "Blow the Smoke" is being released.

BLOW THE SMOKE 2: BLOW HARDER

Featuring almost twice as many dwarves! Popcap has been raised from 12 to 23.

The Grim Garnishes are a hard-boiled group of dwarves. They've been tasked with reclaiming an ambitious but failed project - an enormous dome covering one of this world's countless lava tubes. The fort's denizens were wiped out by repeated goblin raids and a mountain titan attack.

Their primary goal is to make sure this doesn't happen again.

Featuring such stars as:
Edzul Sazirosust, Brute - A tough-as-nails macedwarf, sworn to protect the group from all wild beasts.
Vucar Rashuzol, Impaler - A bloodthirsty speardwarf, sworn to protect the fortress from all military threats.
Kogan Vushtirist, Executioner - A grim axedwarf, sworn to protect the citizens against all threats from within.
Stodir Itreduzol, Needler - A sneaky crossbowdwarf, sworn to protect the land from all great beasts.

Sakzul Nomalesmul, Builder - A dedicated potter and mason, tasked with continuing the fortress' endless construction.
Edem Sigunshalig, Trapmaster - A genius mechanic and weaponsmith, charged with rigging the entire fortress to blow. There will be magma.
Libash Adiludil, Earthseer - A silent miner and farmer, assigned with keeping the basic necessities of the fortress in supply.

Last time around, countless dwarves died. This time? Anything could happen.
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thoushaltcallmelars

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Re: What's going on in your fort?
« Reply #30251 on: July 17, 2013, 08:41:35 am »

Hmm, well I tried to end my first (successful) fortress by killing everyone... and failed. Make no mistake, half my fortress died, but the other half were the "gibbering" kind of insane that took turns taking their clothes off and clogged my Finished Goods/Furniture stockpile with socks and mittens - I got sick of that so I abandoned.

Reclaim the fortress and the ghosts of the most vicious and crazy dwarves I've ever had started ripping the arms and legs off of my embark and first migrant wave. Had to scramble to make a ton of caskets and coffins, but not before my chief medical dwarf lost his leg.

Suffice to say, I shall forever associate all dyers with Bomrek Romekas, The Dyer, who slew four dwarves (and wounded a speardwarf) and a wardog while alive, without weapons, armor, or even clothing, before rising from the dead to rip two dwarves arms off and, again, my CMDwarf's leg. Wasn't even combat with the ghost, just "<ghost> batters <dwarf>" and I look and there's a leg, a sock, and a pool of blood.
« Last Edit: July 17, 2013, 08:44:01 am by thoushaltcallmelars »
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Suffice to say, I shall forever associate all dyers with Bomrek Romekas, The Dyer, who slew four dwarves (and wounded a speardwarf) and a wardog while alive, without weapons, armor, or even clothing, before rising from the dead to rip three dwarves' limbs off. Wasn't even combat with the ghost, just "<ghost> batters <dwarf>" and I look and there's a leg, a sock, and a pool of blood.

Larix

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Re: What's going on in your fort?
« Reply #30252 on: July 17, 2013, 03:01:17 pm »

The first serious attempt at obsidian-casting has been finished successfully, 20x21 in area, and 22 z-levels. Linking up the magma and water plumbing took a while and of course there've been various annoying but ultimately harmless errors.

Unfortunately, casting gears into obsidian is somewhat buggy - the gears remain functional (if they're magma-proof), but getting encased in obsidian converts them all to 'hanging' status and disturbances can cause the machinery to spontaneously get crushed. I had hoped to build a 'black box', an array of obsidian-encased gears doing strange things when levers are pulled, but since 'disengaged' gears in obsidian often get crushed just by being disconnected, that doesn't seem feasible. Damn.

And the duke finally made it to legendary in his chosen profession - he arrived as a 'great' lye maker, and it took a few years and ~200 rock nut soap bars to legendarise him (it didn't help that he was assigned basic hauling duties while the fort was still growing through the early-game labour shortages). So he's a legendary lyer, and his wife, the mayor, has maxed out all social skills available to her (no wonder with 24 children), including - legendary liar.
« Last Edit: July 17, 2013, 03:46:53 pm by Larix »
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Splint

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Re: What's going on in your fort?
« Reply #30253 on: July 17, 2013, 03:07:08 pm »

After waiting and waiting and waiting some more, I finally got something useful in my cage traps.

A female Faedog. Apparently these things are among the baddest of asses as far as canine guardians go, and I've long been sitting on a male. Seems the shaggy badgerdog is destined to be phased out in favor of these hopefully meaner fellows.

EDIT: I'm pretty sure one of my miners is making an unsettling prophesy in making an artifact coffin on a possession.

wer6

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Re: What's going on in your fort?
« Reply #30254 on: July 17, 2013, 03:52:24 pm »

Im planning to build Another fort, however after generation after generation of generations, I cant find the specific world, if anyone can help me find a world, in masterwork, Accept in the menu of materials, I want simple meat off, more instruments and toys offtoy hater.
And the best part? I want the dwarfs to have been alive at some point in generation, but are extinct now, so I wont get migrants, I wanna try out what happens! also lots of volcanos, Metals and flux, because I like that stuff.
EDIT: left half of it off :/ fixing right now fixed.
« Last Edit: July 17, 2013, 03:56:38 pm by wer6 »
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