Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 2108 2109 [2110] 2111 2112 ... 3842

Author Topic: What's going on in your fort?  (Read 6094205 times)

ImagoDeo

  • Bay Watcher
  • [NOT_THINK:UNTHINKABLE]
    • View Profile
Re: What's going on in your fort?
« Reply #31635 on: November 25, 2013, 11:34:41 pm »


Stopping: Disassemble the unit, starting at the water wheels.
Draining: Turn it into a water source and bucket brigade a river/local drain.
Paving: Paving?

Draining: or just deconstruct one of the walls. Also does the stopping trick too. Of course though, if you dug directly into the rock, that's not an option.

Paving: Flooring the bottom of the channels to keep trees from growing there. I've had to do that before. Usually helps if you do it BEFORE you start filling it with water. I suspect that ImagoDeo had to floor/pave it when he realized that there were trees growing, or a tree did grow and messed it up.

Dissassembly hadn't occurred to me. I guess I didn't want to deal with the hassle of reconstructing it every time I wanted to stop it. I'm building a mechanical drag in the form of 400 or so gear assemblies.

Draining it was accomplished by digging through some of the natural walls into which I had carved the housing. I installed floodgates and hooked them all to a lever, so now I can drain the device on command. If it's not stopped, it'll take a lot longer to drain.

Paving it appeals more to my sense of non-exploitation than stockpiles, mostly because I don't like using things for non-intended purposes. (He says, as he uses upright training spears to train his military and dwarven water reactors to power his magma pumps.)
Logged
What would it be like to live in a world that was copy/pasted? Would we even notice? If not, how many times have we switched celestial harddrives or whatever?

Skuggen

  • Bay Watcher
    • View Profile
Re: What's going on in your fort?
« Reply #31636 on: November 26, 2013, 02:20:29 am »

So i'm trying to do a seperate class fortress, in which the starting seven, the legendary craftsmen, the nobles, the outside workers and the soldiers live in the top levels, with legendary food, bedrooms, engravings, tombs, booze etc. and the other dwarfs live in the dark levels, never seeing sunlight, beds everywhere, clay walls, cats everywhere etc., just horrible conditions. I've made a 3x3 hole in the ground, with lever linked hatch covers on the sides, and nothing in the middle. When I tried to assign the first two dwarfs to the burrow above the hatch covers, two other dwarfs (my expedition leader, and my mechanic/mason) accidently also step on the hatch covers, while another stupid dwarf pulls the lever. So now 2 of my starting seven are down there.

EDIT: My expedition leader must be stupid...(Just like all other dwarfs) The hole in the middle of the hatch covers (in which a seed barrel was dropped) is right above a 33z staircase. When a seed barrel got dropped, it landed on the head of my expedtion leader, which was down there. This is the combat log describing him being hit (multiple times?) while falling down the staircase. He didn't survive, that's for sure.
Spoiler: Fuck u Urist (click to show/hide)

I did it the other way around with the class separation, actually; I figure dwarves like being underground, so my upper class is fairly deep down, with golden furniture and engraved rooms, while the faithless (I segregated them based on religion) live in dirt dormitories near the surface.
Logged

WoobMonkey

  • Bay Watcher
  • High Lobster of Fluffy Wamblers
    • View Profile
Re: What's going on in your fort?
« Reply #31637 on: November 26, 2013, 06:32:13 am »

No-item challenge embark.  All was going well; Dwarven caravan arrives.

Quickly set my expedition leader to be the broker.  2 seconds later, Fath the broker withdraws from society.  A diplomat has left unhappy.  Okay, whatever - set a random peasant to be the broker.  He immediately drinks, eats, and then takes a nap.  Set 'anyone may trade,' because we desperately need a pick, an anvil, and some cloth for Fath's mood.

Negotiations did NOT go well.  Traders leave without trading, in a huff. 

So much for that fortress.   *abandon*

<RAGEQUIT!!!!!>
Logged
Edangzak Utharsanad Gedor - think you have what it takes?
CharmCrafted

The dog misses the ball!
The ball softly hits Urist McTrainer in the head, breaking the paper-thin skull and denting the non-existent brain!

wer6

  • Bay Watcher
  • SCOUT DOESNT WANNA GIVE A KISS
    • View Profile
    • Pirate baaaayyyy!~
Re: What's going on in your fort?
« Reply #31638 on: November 26, 2013, 09:20:24 am »

starting A one stone embark, ill say, gonna be interesting, what hsould I use the stone for?
Logged
Just before leaving, Psysquid quickly summons a Burrito in his mouth.

smjjames

  • Bay Watcher
    • View Profile
Re: What's going on in your fort?
« Reply #31639 on: November 26, 2013, 03:35:52 pm »

A weregoat showed up at the fort entrance just as a migrant wave started arriving, slaughtered the two adult dogs that I had there (I have pups though) and then turned on the first migrant that reached the entrance.

That migrant got a foot bitten off and was bitten several times. Initially I decided to just leave the migrant there for dead, but I just wasn't 100% sure that the curse was transferred, so I set up a bed and hospital bed and zone in an unused branch of the mines.

I was going to wall him off, but I guess I forgot since my attention was at other stuff since a short time later I got a message saying that urist mcmigrant had transformed. I thought the werebeast would seek out other victims, but I guess he stayed in that isolated spot. As soon as he transformed back, I put him in a squad to get him to stay in that area. Though after a bit of messing around with the military screen (and retreieved the bed), I got him walled off in that unused branch of the mine.

I'm also in the proccess of getting equipment to get my military started. Shoulda done it a bit earlier as it's winter of the second year.
Logged

Button

  • Bay Watcher
  • Plants Specialist
    • View Profile
Re: What's going on in your fort?
« Reply #31640 on: November 26, 2013, 03:42:27 pm »

starting A one stone embark, ill say, gonna be interesting, what hsould I use the stone for?

Carpenter's workshop. You're going to be building pretty much everything out of wood until the caravan comes along with an anvil.
Logged
I used to work on Modest Mod and Plant Fixes.

Always assume I'm not seriously back

Button

  • Bay Watcher
  • Plants Specialist
    • View Profile
Re: What's going on in your fort?
« Reply #31641 on: November 26, 2013, 03:45:01 pm »

Stopping, draining, and paving a water wheel reactor battery is harder than it sounds...

Stopping: Disassemble the unit, starting at the water wheels.
Draining: Turn it into a water source and bucket brigade a river/local drain.
Paving: Paving?

Building a floor or road over the bottom to prevent plants from growing.
Logged
I used to work on Modest Mod and Plant Fixes.

Always assume I'm not seriously back

smjjames

  • Bay Watcher
    • View Profile
Re: What's going on in your fort?
« Reply #31642 on: November 26, 2013, 07:05:20 pm »

Strange, in what I initially thought was a glitch on DTs part, the dwarf that was bitten and cursed by a weregoat apparently aging over 100 years, from 111 to 230. I'm currently looking in the mantis bugtracker to see if this was reported.

I'm not sure if this is normal or not, it's also midwinter, so I'll see if he croaks at years end.

Edit: Apparently it is a known bug.
« Last Edit: November 26, 2013, 07:15:35 pm by smjjames »
Logged

wer6

  • Bay Watcher
  • SCOUT DOESNT WANNA GIVE A KISS
    • View Profile
    • Pirate baaaayyyy!~
Re: What's going on in your fort?
« Reply #31643 on: November 26, 2013, 11:07:36 pm »

Welll fuck, I embarked in A FREEZING GLACIER,  and A moose came in and killed EVERYBODY
Logged
Just before leaving, Psysquid quickly summons a Burrito in his mouth.

Larix

  • Bay Watcher
    • View Profile
Re: What's going on in your fort?
« Reply #31644 on: November 27, 2013, 06:03:47 am »

starting A one stone embark, ill say, gonna be interesting, what hsould I use the stone for?

Depends very much on type of stone and what you allow. If dismantling the wagon and using training axes for wood-chopping is okay, you already have enough wood to get your carpentry started. If you can get hold of exposed clay, a kiln would be a very effective use of a stone (you can invest a log to make a mason's shop and split it into four blocks first) - clay is an infinite ressource and can be used as-is for building or fired to earthen- or stoneware. Clay crafts are a pretty effective trade value generator for a young fort.

Own fort: i played my desert-world embark a bit. The location is partially mountain, partially scorching desert (peat as soil ???), partially a freshwater lake; this is the only body of fresh water in the entire world that i know of. For about eight months per year, all zone designations give the "hot" warning, although dangerous temperatures only seem to exist in outside locations and my dwarfs are sufficiently protected by clothing to not take damage. Walls exposed to the outside are labelled "warm" during the hot parts of the year, all cheese imported by caravans melts and animals in cages routinely "burn up" on the way to the depot. Very large animals may survive, leaving behind smears of "[large animal] grease" on the floor. They will not give fat as butchering return. Merchants, wagons and pack animals survive just fine. The place isn't very hospitable, but we'll stick here, since we have magma at about 30 z-levels underground and the one ore we have on site is delicious Fe3O4.
And a child mooded in stonecrafting, grabbing some bright blue rocks to work with. The result promptly quadrupled the fort's value.
Logged

DrFunkenstein

  • Escaped Lunatic
    • View Profile
Re: What's going on in your fort?
« Reply #31645 on: November 27, 2013, 07:33:39 am »

My friendly neighborhood necromancers decided to pay a surprise visit with some of their zombies friends. Not only that, but they arrived the same time as the Elven caravan. Needless to say, it turned into a massacre. So now I have 800 or something varied sorts of reanimated limbs, heads, elf carcasses, mutilated animal corpses and whatnot laying siege. Any wild animals entering the map are quickly assimilated into this gruesome menagerie.

Oh, and the Elven diplomat trapped inside my fortress went berserk and managed to rip the head off of one of my poor dorfs.

At least the necromancers are having fun. Maybe if I could lure them into cage traps somehow...?
Logged

PaleBlueHammer

  • Bay Watcher
    • View Profile
Re: What's going on in your fort?
« Reply #31646 on: November 27, 2013, 07:54:03 am »

My friendly neighborhood necromancers decided to pay a surprise visit with some of their zombies friends. Not only that, but they arrived the same time as the Elven caravan. Needless to say, it turned into a massacre. So now I have 800 or something varied sorts of reanimated limbs, heads, elf carcasses, mutilated animal corpses and whatnot laying siege. Any wild animals entering the map are quickly assimilated into this gruesome menagerie.

Oh, and the Elven diplomat trapped inside my fortress went berserk and managed to rip the head off of one of my poor dorfs.

At least the necromancers are having fun. Maybe if I could lure them into cage traps somehow...?

I purposefully embarked between two necro towers in order to increase my zombie goodness.  Third year in, both of them showed up at the same time, in the same siege... with two zombies each.  Both necros were killed in moments.  :(

Feels a little disappointing.
Logged
Quote from: misko27
If adamantine is revealed for more then 2 years without being completely mined it all turns into galena. Useless, Useless Galena.

Beast Tamer

  • Bay Watcher
    • View Profile
Re: What's going on in your fort?
« Reply #31647 on: November 27, 2013, 12:23:29 pm »

My Baron got a very awesome and appropriate name after single handedly fighting a siege. You see, I like making my nobles have various jobs, the Baron in my fort happens to be the Militia Commander and a Legendary Macelord. The golbins suffered thrity-five casualties during the siege, ten of which fell to acurate crossbow fire, while the rest suffered crushed heads thanks to the combined might of my Baron and covering fire from the ramparts.

She is Goldhole, the Gloved Controller of Liberties. I have half a mind to get rid of the jail and find a decent hammerer, to turn this fort into a proper dystopia.
Logged
There is currently a minor problem in that the veteran demons fighting in the corpse factory have failed to die in the 2 year battle and have become legendary unkillable gods of war. I may have misjudged this possible outcome.

smjjames

  • Bay Watcher
    • View Profile
Re: What's going on in your fort?
« Reply #31648 on: November 27, 2013, 12:33:12 pm »

Well, the werebeast cursed dwarf didn't croak from being suddndly VERY old, also I swear that the guy had a shirt to begin with and that the transformation is doing a hulk style hulk-out with the shirt being destroyed as the dwarf is complaining of no shirt.

Edit: Or not, I guess the shirt got misplaced while I was trying to get him to not actually wear armor and stop picking up equipment. Although he left off one of his socks for some reason, *shrug*.

Edit2: Oh, I dumped over an extra sock by accident, meh.
« Last Edit: November 27, 2013, 12:46:28 pm by smjjames »
Logged

KingBacon

  • Bay Watcher
    • View Profile
Re: What's going on in your fort?
« Reply #31649 on: November 27, 2013, 03:46:43 pm »

So I killed the Demon leading the goblins a while back and I am thinking of starting an expedition to return his corpse from whence it came. Funny one eyed ape with sleeping dust.
!!FUN!!
Spoiler (click to show/hide)
Logged
    e    e   e    U   U     
, , , . , , , , , , , ; , , , , , ; , , , , , 
. . . . . . . e U e   . . 0╬0 
###x##############
###x .  . ☼ ☼####£####
~~~~~~~~~~~~~~~~~
Pages: 1 ... 2108 2109 [2110] 2111 2112 ... 3842