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Author Topic: What's going on in your fort?  (Read 6220465 times)

Larix

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Re: What's going on in your fort?
« Reply #31005 on: September 23, 2013, 07:53:06 pm »

I'm slowly running into trouble keeping my population clothed. I have 230 dwarfs in my fort, which means about 100 full sets of clothing shredded yearly. And i have a full 66 adults...
Fortunately, the first grown-up children are due next year, although i think i'll draft most of them into even more mechanics, minery and engraving. There's a pretty demanding kiloproject slowly getting into gear.

Yet another demonstration project has been finished successfully - a non-binary multiplier. Expectedly, it's completely unfeasible: there are only two approaches i can think of - either breaking it up into a series of additions (exponentially crazy if you insist on non-binary addition, too) or running it all through a simple multiplication table. Well, "simple" in this case means for an n-base multiplication you have to pick up (n-1)^2 combination signals per digit, then add up all the sub-results. This incidentally also holds for binary, where the whole multiplication table consists of a single AND gate per digit pair, the main nuisance is having to add it all up.

A plain old table multiplier ranging up to 6x6 needs 36 AND gates, and 36 pickups for the signals. Yay. The numbers rise with the square of the factors. Of course, there's a spiffy little trick with minecarts, turning twelve rollers and six minecarts into 36 AND gates - different-weight carts and weight-adjusted pressure plates. This way, the number of rollers doesn't explode, but the number of required pressure plates rises just the same. Building the minecart sorting machinery was harder than the actual multiplication matrix, but i got it to work. It's really just a demonstration setup, and it only demonstrates that non-binary multiplication in DF is massively impractical.
« Last Edit: September 23, 2013, 07:56:45 pm by Larix »
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mirrizin

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Re: What's going on in your fort?
« Reply #31006 on: September 23, 2013, 08:07:37 pm »

I think I'm getting to the point where the goblin sieges come faster than I can clean up after them. So many severed limbs...

Another amusing moment was reading the report of a bugbat trying to fly up the garbage chute, only to be knocked all the way to the magma sea by a descending copper scourge.

Megaproject continues slowly. Building my first pump stack as part of it, and the tedium is daunting.

Oh yeah, and I'm draining out an underground lake because urist mcspeardwarf dodged into it and drowned, wearing full steel and wielding adamantine.
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PDF urist master

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Re: What's going on in your fort?
« Reply #31007 on: September 23, 2013, 08:51:07 pm »

started a new squad of marksdwarves with absolutely zero experience in marksdwarfship.

my reasoning is that 10 rookie marksdwarves are still deadlier than 10 rookie fighters.
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doublestrafe

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Re: What's going on in your fort?
« Reply #31008 on: September 23, 2013, 10:22:16 pm »

Oh, RNG, you were so close. So very, very close. And then you went and ruined it at the last minute.

Spoiler (click to show/hide)
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warwizard

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Re: What's going on in your fort?
« Reply #31009 on: September 24, 2013, 12:28:40 am »

would like to see a story put together of this  :D

well my 14 year old fort has had a vampire attack, only problem, the usual tactics will not work, we embarked on year 5 of the world so the vampire is no different from the rest of the dwarves.
I had recently marked all the barrels of blood and ichor  to be dumped, I'm wondering if my vampire has been drinking from them for the past three years instead of getting it fresher.
 I have several dwarves that have no drinking thoughts, ok the one that likes mead, no I've not had mead in the fort, perhaps that dwarf just needs some mead, but the rest, I'm afraid I got a vampire blood spill in the well. Time to un-dump the blood, put them in a blood only stockpile and see who drinks there.


I don't think vampires are sated from drinking spilled blood, only by feeding directly on a living victim. That's how it works in Adventurer mode at least, I've never had a fort survive long enough to receive a vampire.
and the vamps are created from spilled blood in DF if a vamp infected teh blood. The wiki describes how to do so.

Ok I gave all 72 dwarves numbers and watched as they ate , slept or drank and shortly every dwarf had been observed to do one of the three items. Could it be, yes that dwarf died of old age in his bed.

on the last goblin ambush only two squads showed up, and I did not restrict my dwarves inside, I could not close any doors due to them still being choked with dead goblins and their possessions I was trading with the humans, and... no dwarves were even scared, even though the goblins were fully able to path right into my trade depot, my war grizzlies took care of it, losing 8 grizzlies due to lightsabres, but still I added to my collection of goblin hands and feet. The Grizzlies bite a hand and shake it and tear it off, ditto for the feet, they usually can't kill the goblin unless I get a real mob going, there was no siege this year, I think the goblin civ is about worn out.
DWARVES 72 Trained animals 83, other animals 218. Military 11 dwarves that have not lifted a weapon in a year. 127 caged prisoners, 2360 dead/missing with 524 dead trolls and goblins, and yes hundreds of dead dwarves humans and elves. It's taken me two years to clean up from the last siege, my migrant waves were only 2 to 3 dwarves the last couple of times.

  I have things to draw invaders away , like 5-6 beehives surrounded with cage and weapon traps I do not have a blocked path or any bridges I do have three doors in a row so the cats would have to deposit three vermin to let the goblins in, which they did manage to do one time, and then the trolls have knocked down all the doors. I only have 3 or 4 weapon traps in front of my door just so they CAN do so. My ores are cobalite and cinnabar, so all my metals have been imported one way or another. Fortunately I do have clay, sand and lignite. There is only one child in the fortress, and she and her sister were immigrant children, I do not have a meeting zone and everybody's been working flat out, everybody only has passing acquaintances except for the sisters mentioned. My mayor only knows 6 dwarves, and his social skills are mostly V rusty or rusty. Chance of tantrum spiral is nearly nil, even with a fort filled with dead dwarves goblins, bears and trolls rotting in the halls, only a few dwarves had the red arrows.
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Splint

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Re: What's going on in your fort?
« Reply #31010 on: September 24, 2013, 02:14:18 am »

The elves, strangely our most dependable trading partners (As the drow and humans are regulrly cuyt off every other year by beakwolves) have arrived and after trade was complete, the goblins did us a service of spooking them off. The battle was swift and brutal and the elves carried the day, their speed saving them from the volleys of greenskin bolts. Two squads of marksgoblins, one lead by a greenskin flagellant and another lead by a Deep Drow Shadowsniper were torn apart in quick succession, both squads losing half their number and their sergeants before they broke and fled. Their lone supplementary lasher squad was killed to the last goblin.

Sadly, in the ensuing battle an elven merchant and two of their animals died in the crossfire of singing arrows and rusty bolts, and one of the bladedancers was wounded, having been shot in the midsection three times (well, wo to the lower body and one to the chest, tearing the chest muscle and guts and resulting ina blood-vomit slurry trailing behind him,) and took a fourth bolt to the arm.

More broodmothers have been ordered, with intent to build an army of these, well, frankly rather slow-witted broodlings. Dwarven law dictates that trueborns lead them though since they're too stupid to do more than follow orders given to them by someone with greater intellectual capacity. And considering its dwarves that serve as said greater intellectual capacity, it says alot as far as just how dense the broodlings are.

Also, we've had four births, with an especially good omen for our continued success from Skymage Zuglar (hereafter referred to as Stormlord as she is the sole arcane dwarf left in the world) popping out twins!

Pinstar

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Re: What's going on in your fort?
« Reply #31011 on: September 24, 2013, 09:51:35 am »

Very confused at my embark site.

It said it was part tropical forest and part tropical ocean. I embark and all the 'ocean' tiles are nothing but dry sand.

On my embark screen, I wasn't able to embark with any white sand for some reason. And yet the oceanless ocean biome is covered in white sand.

The embark screen said that the tropical forest had no aquafier but the ocean did. Yet I was able to tunnel straight through the ocean tiles to rock without hitting water. This may be the first and only time I can actually establish a fort on an ocean biome proper.

Took me until summer with 5 miners digging to breach the caverns, despite having 3 extremely deep 3X3 bore holes. I'm pretty sure I breached the 2nd or 3rd cavern layers, no clue where the 1st one went. I still need to look for it as it will be my only source of fresh water.
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smjjames

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Re: What's going on in your fort?
« Reply #31012 on: September 24, 2013, 10:48:11 am »

Due to the local magma crab regularily taking potshots at ravens or whatever flies above the volcano (I'm a bit surprised it doesn't have a name already as it has killed 5 ravens so far), my dwarves keep wanting to go clean up the mess over there, so I've disabled cleaning on all the dwarves. It hasn't taken any potshots at my dwarves so far, but I don't want to take the chance. Maybe I should just wall it off.

Hope that doesn't disable clean self or something though.

Edit: Also, I REALLY need to apprentice the 25 children in my fort (ALL migrants, lol, year 2 isn't even over yet) because I just had the second kid get a mood and I'm trying to not have my first mood be something useless.

Edit2: Bah, I forgot to forbid one door and showmood says its a woodcrafter, going to backtrack since it's only 8 days into winter.
« Last Edit: September 24, 2013, 10:59:50 am by smjjames »
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WarRoot

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Re: What's going on in your fort?
« Reply #31013 on: September 24, 2013, 11:15:42 am »

Cerol Murderedhalls the Roasted Beard of Quietness, got roasted :(
Made some findings, that even though FBs are resistant  to their own flames, boiling alcohol can still burn them, and they can survive with burnt heart and lungs...
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smjjames

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Re: What's going on in your fort?
« Reply #31014 on: September 24, 2013, 11:36:08 am »

I think the RNG is trying to laugh in my face because I just got a possession and it's one of my starting 7 who is also my bookkeeper/manager.
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Splint

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Re: What's going on in your fort?
« Reply #31015 on: September 24, 2013, 12:58:51 pm »

Due to the entire population being the usual greedy prats they are with clothing (both trueborn and broodling are hoarding clothes) One of the broodlings is pitching a fit and in desperation, a sheriff has been appointed in the event that Sisal (the upset Broodling in question) assaults someone or attacks one of the animals. A vail is also being thrown together with some ropes in the hope that he'll just be imprisoned and I can autodump him an outfit.

Since we have a large amount of leather I've had two leatherworks thrown together as well to meet the demand of the broodlings for clothing.

Also Zax, The Ruthless Hate, has come from below! A great eyeless monster with a body so bloated its ivory exoskeleton has cracked in places. It bears deadly blood but joke's on Zax. If he wants dorf meat he'll have to get past a giant pissed off iron statue.

Tarqiup Inua

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Re: What's going on in your fort?
« Reply #31016 on: September 24, 2013, 01:58:50 pm »

Due to the entire population being the usual greedy prats they are with clothing (both trueborn and broodling are hoarding clothes) One of the broodlings is pitching a fit and in desperation, a sheriff has been appointed in the event that Sisal (the upset Broodling in question) assaults someone or attacks one of the animals. A vail is also being thrown together with some ropes in the hope that he'll just be imprisoned and I can autodump him an outfit.

Since we have a large amount of leather I've had two leatherworks thrown together as well to meet the demand of the broodlings for clothing.

Also Zax, The Ruthless Hate, has come from below! A great eyeless monster with a body so bloated its ivory exoskeleton has cracked in places. It bears deadly blood but joke's on Zax. If he wants dorf meat he'll have to get past a giant pissed off iron statue.
It might be just lonely... looking for a game of chess, you know...
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Splint

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Re: What's going on in your fort?
« Reply #31017 on: September 24, 2013, 02:03:06 pm »

Due to the entire population being the usual greedy prats they are with clothing (both trueborn and broodling are hoarding clothes) One of the broodlings is pitching a fit and in desperation, a sheriff has been appointed in the event that Sisal (the upset Broodling in question) assaults someone or attacks one of the animals. A vail is also being thrown together with some ropes in the hope that he'll just be imprisoned and I can autodump him an outfit.

Since we have a large amount of leather I've had two leatherworks thrown together as well to meet the demand of the broodlings for clothing.

Also Zax, The Ruthless Hate, has come from below! A great eyeless monster with a body so bloated its ivory exoskeleton has cracked in places. It bears deadly blood but joke's on Zax. If he wants dorf meat he'll have to get past a giant pissed off iron statue.
It might be just lonely... looking for a game of chess, you know...

If by "game of chess" you meant "have all its legs snapped, a claw broken, and it's head punched in" then I'd say it succeeded.

PDF urist master

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Re: What's going on in your fort?
« Reply #31018 on: September 25, 2013, 06:34:07 am »

apparently dwarves can teleport blocks now.
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BlackFlyme

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Re: What's going on in your fort?
« Reply #31019 on: September 25, 2013, 07:43:37 am »

apparently dwarves can teleport blocks now.

I'm guessing it's the deconstruction glitch?

Where when a constructed wall/floor is deconstructed nearby items get pulled the the spot the dwarf was on.
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