Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 2021 2022 [2023] 2024 2025 ... 3844

Author Topic: What's going on in your fort?  (Read 6194331 times)

Maul_Junior

  • Bay Watcher
    • View Profile
Re: What's going on in your fort?
« Reply #30330 on: July 25, 2013, 03:35:26 am »

I started a fortress recently and made the decision to do a few 1x5 strips of surface plants--every surface plant, in addition to every underground plant.

And I'm trying like hell to build breweries to keep up with all the plant production.......

I've got like 2600 alcohol and it's still rapidly rising.

Buuuut it's probably a good thing, because a lasher+6 goblin archers wiped out 19 drunkards. The remainder will probably swim in a sea of alcohol to get over the loss. And the lasher got away so I didn't get his iron scourge!

nuuuuh!!!!!

why didn't the hippies who showed up in the middle of all this help?

« Last Edit: July 25, 2013, 03:42:15 am by Maul_Junior »
Logged
Quote from: Meph
I didn't actually say this.

Quote from: smurfingtonthethird
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!!

Splint

  • Bay Watcher
  • War is a valid form of diplomacy.
    • View Profile
Re: What's going on in your fort?
« Reply #30331 on: July 25, 2013, 03:39:46 am »

Because they don't really appreciate your dorfs as trading partners obviously.

You know what you must do, Maul_Junior.
Cut down all the trees. All of them.
And then proceed to anger the knife-ear by offering him wooden trinkets out of spite.
Followed by murdering his degenerate unhelping ilk when you eventually anger them enough to action.

Maul_Junior

  • Bay Watcher
    • View Profile
Re: What's going on in your fort?
« Reply #30332 on: July 25, 2013, 03:49:53 am »

or, in an homage to Boatmurdered, flood the surface with magma as soon as I get the notification that the elves are leaving, which will give me magmafalls, burning hippies (Cartman would be so proud), and a burning forest.
Logged
Quote from: Meph
I didn't actually say this.

Quote from: smurfingtonthethird
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

  • Bay Watcher
  • The Overfiend
    • View Profile
Re: What's going on in your fort?
« Reply #30333 on: July 25, 2013, 03:52:38 am »

Remember to build your walls out of a magma-proof material, or you're going to end up with a very !!FUN!! fort in short order.  ;)

Splint

  • Bay Watcher
  • War is a valid form of diplomacy.
    • View Profile
Re: What's going on in your fort?
« Reply #30334 on: July 25, 2013, 03:59:14 am »

The trees will not burn. Thus, you must chop them all. And make beds and trinkets from them. And bolts. Lots of wood bolts.

0cu

  • Bay Watcher
  • Losing is fun!
    • View Profile
Re: What's going on in your fort?
« Reply #30335 on: July 25, 2013, 04:13:19 am »

Remember to build your walls out of a magma-proof material, or you're going to end up with a very !!FUN!! fort in short order.  ;)

Walls don't need to be built out of magma-proof material. You can even use ice, they won't deconstruct when !!MAGMA!!' d.
Logged

WanderingKid

  • Bay Watcher
  • The Overfiend
    • View Profile
Re: What's going on in your fort?
« Reply #30336 on: July 25, 2013, 04:18:03 am »

Remember to build your walls out of a magma-proof material, or you're going to end up with a very !!FUN!! fort in short order.  ;)

Walls don't need to be built out of magma-proof material. You can even use ice, they won't deconstruct when !!MAGMA!!' d.

Hrrrm?!

*reads some wiki*  Well, alrighty then.  To be honest I'd just assumed when gears and stuff had melted in the magma the walls would too.  I've yet to create a FTW lever.  Good information, thanks for the correction.

KingBacon

  • Bay Watcher
    • View Profile
Re: What's going on in your fort?
« Reply #30337 on: July 25, 2013, 06:35:10 am »

Tried weaponizing a firebreathing FB, dwarves keep pathing through the long restricted route and being incinerated. Now I'm just gonna do a magma trap.
Logged
    e    e   e    U   U     
, , , . , , , , , , , ; , , , , , ; , , , , , 
. . . . . . . e U e   . . 0╬0 
###x##############
###x .  . ☼ ☼####£####
~~~~~~~~~~~~~~~~~

Splint

  • Bay Watcher
  • War is a valid form of diplomacy.
    • View Profile
Re: What's going on in your fort?
« Reply #30338 on: July 25, 2013, 06:36:47 am »

I seem to have an infestation of thieving little fuckwits in my caverns. Over 150 in fact. There was 230, but it seems my extermination by militia operation is going quite well.

Maul_Junior

  • Bay Watcher
    • View Profile
Re: What's going on in your fort?
« Reply #30339 on: July 25, 2013, 07:43:48 am »

I seem to have an infestation of thieving little fuckwits in my caverns. Over 150 in fact. There was 230, but it seems my extermination by militia operation is going quite well.

Okay, so you've got a lot of dwarves. congratulations. How's the local wildlife?
Logged
Quote from: Meph
I didn't actually say this.

Quote from: smurfingtonthethird
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!!

Spacespinner

  • Bay Watcher
    • View Profile
Re: What's going on in your fort?
« Reply #30340 on: July 25, 2013, 07:57:14 am »

It turns out convicting two cats of the murders convicted by vampires is enough to bring an entire fort from ecstatic/happy to unhappy/fine. They really didn't appreciate it. At all. Hey I thought it was amusing...
Logged
Most people's relationship with Dwarf Fortress is akin to Stockholm Syndrome.

0cu

  • Bay Watcher
  • Losing is fun!
    • View Profile
Re: What's going on in your fort?
« Reply #30341 on: July 25, 2013, 08:08:23 am »

It turns out convicting two cats of the murders convicted by vampires is enough to bring an entire fort from ecstatic/happy to unhappy/fine. They really didn't appreciate it. At all. Hey I thought it was amusing...

Don't mess with cats.
Logged

Spacespinner

  • Bay Watcher
    • View Profile
Re: What's going on in your fort?
« Reply #30342 on: July 25, 2013, 08:25:44 am »

It turns out convicting two cats of the murders convicted by vampires is enough to bring an entire fort from ecstatic/happy to unhappy/fine. They really didn't appreciate it. At all. Hey I thought it was amusing...

Don't mess with cats.

There's this....Vermin extermination squad that is running around the map because I've got like 50 cats who decided to form a pack instead of attaching onto people.
Spoiler (click to show/hide)
They're above the walls, and some between them where the traps are.
It continues up the next Z level for another dozen or so cats. I've never had this many cats before so I don't know if pack behavior like this is normal, but it's kinda cool to watch.
Logged
Most people's relationship with Dwarf Fortress is akin to Stockholm Syndrome.

KingBacon

  • Bay Watcher
    • View Profile
Re: What's going on in your fort?
« Reply #30343 on: July 25, 2013, 09:42:20 am »

I seem to have an infestation of thieving little fuckwits in my caverns. Over 150 in fact. There was 230, but it seems my extermination by militia operation is going quite well.

Okay, so you've got a lot of dwarves. congratulations. How's the local wildlife?

I've embarked on a Kobold Cave once, sooooo much blood.
Logged
    e    e   e    U   U     
, , , . , , , , , , , ; , , , , , ; , , , , , 
. . . . . . . e U e   . . 0╬0 
###x##############
###x .  . ☼ ☼####£####
~~~~~~~~~~~~~~~~~

Larix

  • Bay Watcher
    • View Profile
Re: What's going on in your fort?
« Reply #30344 on: July 25, 2013, 12:50:20 pm »

Labourcastle is now not only home of the Marble Bookkeeper, the hilariously overcomplicated adding machine, but also of the DNG. It takes signals from a pressure plate close to the meeting hall and converts those into somewhat unpredictable numbers (with anything but dwarfs, the numbers may be random, but what they produce are certainly Drunk Numbers). The 'randomiser' is a simple track bit with loops on both sides, when a signal is received, both loops are made accessible, and the cart drunkenly chooses one of them. The bits generated are then stored in the order of their generation. There are eight bit storage cells for the randomiser, storing a pair of four-bit numbers.

The randomiser doesn't take the input directly, because otherwise there can occur nasty cases of signal overlap, when both 'outputs' are on for a while, causing false positives or negatives in the counter/storer. I added an extra relay circuit which waits until the randomiser sends a proper 'off' signal before accepting new input and even waits for an 'off' from the signal generating pressure plate (since basically, the bit generated is a function of the previous bit and the time that passed between the last signal and the new one, running right into a 'lingering' on signal from a held pressure plate would generate a 100% non-random bit; factually non-random bits still happen when the cart encounters a waiting 'off' and the plate switches on while the cart moves from there to the 'on' check, but these occurrences are fairly rare).

Generating a pair of Drunk Numbers takes between four and five days usually, more if the plate is occupied by a child that watches its mother drink (no new input for several days). I noted down ten pairs of numbers generated from late Slate to mid-Hematite:
Binary        Hexadecimal
1001 1100 9 C
1011 1110 B E
1000 0011 8 3
0100 0000 4 0
0000 0101 0 5
1100 0000 C 0
1000 0101 8 5
0100 1111 4 F
1011 0100 B 4
1101 0001 D 1

How many calls does it take to give some preliminary evaluation of a number generator? A few hundred? A thousand? Should only take ~15 dwarf years...

Constructions: pressure plate, relay/regulator, randomiser, counter 1, four latches, four memory cells (must be cycled, switching the memory off before each new run), counter2/transmitter, four 'settable' binary memory cells, which get _set_ to the current Drunk Number, i.e. the old one is simply overwritten. The second counter/memory array uses less material and can be run without extra levers thanks to the overwriting feature, but needs a well-sorted input; it got screwed over quite badly by the naturally poor manners of the unmodified randomiser, causing me to construct the relay/regulator.
Logged
Pages: 1 ... 2021 2022 [2023] 2024 2025 ... 3844