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Author Topic: What's going on in your fort?  (Read 6232990 times)

xandalis

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Re: What's going on in your fort?
« Reply #31665 on: December 01, 2013, 03:05:25 am »

Well, my newest fort has generated a first for me: under siege from 3 necromancers and an ever-growing horde of undead. Thankfully, the necros and their pets are on the outside, and shall stay there unless some dwarf throws a tantrum and pulls the gate-lever... Which is likely, seeing as I've barely begun to work on higher-quality quarters for the masses already there. I suspect a new embark will be on the menu soon.
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azrael4h

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Re: What's going on in your fort?
« Reply #31666 on: December 01, 2013, 03:28:54 am »

My first fort in several years (since 2010 actually) collapsed under a glorious tantrum spiral after my fledgling defenses (15 untrained and unled dwarves without armor or most of them having real weapons, and about 30 cage traps in a choke point entrance) largely failed. Actually, I only lost 11 dwarves. 60 were later due to tantruming, rampaging dwarves, three of whom were military (and armed). Another goblin siege later basically wiped out what was left, as I couldn't get the front gate rebuilt after a rampaging cheese maker kicked it down. And the backup gate. And the fort entrance gate, which was to back up the backup in case of emergency.

Paintedvirgins did last three years. With no booze, food barely scrapping by until the caravans, and production being randomly assigned.

My second fort has fared much better. Wireshoots has a metal industry up and running, churning out iron armor and weapons, and copper bolts. I have so many eggs being processed that I'll never run out of food, and a stream backs into the fort under the eastern wall, offsetting my farmers' amazing ability to not see more than 300 plump helmet seeds sitting in the room right next to the farms (with no doors even blocking them). Somewhere or another is an Aquifer as well, according to the embark screen. Drinks usually stay in single digits.

The lower wall is done, with one gate shut until the trapped entrance is built and the backup gates are built. But the upper wall is not, with several points being close enough to the surrounding hills that enemy archers can climb onto the wall, and while they'll have no access to the fort proper, they can fire down into it.

My next plan of action is to reorganize my labor force, draft two or three more squads, organize my squads by ranged and melee, and do some defensive work on the hills. I doubt I'll be able to finish the upper wall by the time I get attacked, but at least I can prevent them from firing into the fort. 
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smjjames

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Re: What's going on in your fort?
« Reply #31667 on: December 01, 2013, 03:30:43 am »

Creatures get armour user skill when getting hit. The experience gain is extremely low (three points per hit taken), but it can add up. I managed to get novice armour user skill with a stark naked adventurer once. Yeah, she did get scarred up quite a bit in the process.

I have a few dogs with CAN_LEARN and CAN_SPEAK in one fort for laughs. They're not assignable for expedition leader, but i hope their amazing social skills will kick in and allow their election for mayor eventually.

My fort in the unreasonably hot biome is coming along nicely, although i've savescummed: first the troglodyte horde insisted on camping the cage traps and one got a lucky hit breaking a dwarf's hand, which proved fatal (i.e. caused the dwarf to fall unconscious, guaranteeing a deadly headshot); i was very, very annoyed but willing to play on when rain started to fall (in a desert world) and melted a mason. At seventeen adults, losing two dwarfs to freak bullshit deaths was a bit too stupid for me, so i wiped two months of messing around.

I don't know how hot exactly the biome is, but all walls built in "aboveground light" tiles are marked "warm" year-round.

- All zone designations warn me of "hot" status from mid-granite to mid-timber. The warning is displayed everywhere, aboveground, underground, on top of the magma sea. However, only aboveground zones really seem to be affected - citizens will not hang around in outdoor meeting zones during the hot seasons.

- All animals in cages brought by the caravans melt upon entering the map. Water buffalos and similarly large critters will survive with all fat molten. Building a troll cage in an aboveground but roofed-over plot didn't melt or otherwise harm the troll.

- There are no animals on the surface. All wildlife appears in the caverns. I'll go and turn on invaders, see if goblins will visit. And i'll see if goblins captured in cage traps melt in the heat.

- There's a freshwater lake and it shows no sign of evaporating, in spite of the insane heat.

- Cheese imported by caravans melts upon appearance on the map. The caravan will dutifully unload it in the depot, but the melting "processes" it, turning it into my fort's property. I can either sell the molten cheese to the caravan (in indivisible five-item stacks valued at five ☼ each) or pull it off the depot and get it moved to my stockpiles. It's displayed as an orange "glob" thing and will not be stored in barrels, but can still be used for cooking as a solid material. Other caravan goods appear to remain unharmed.

- See above: the infamous "melting dwarf; just add water" bug is still alive and well - dwarfs can walk around on the surface under the burning sun without damage, but if they get wet, they melt.

- Minor observation that i had never fully processed: platinum appears in olivine as cluster, i.e. with a 100% drop rate, but it can also appear in magnetite. And here, it shows up as a vein - with a significantly lower drop rate. At least it always leaves platinum floor, which can be smoothed and engraved for ridiculously valuable rooms for my prospective baroness - the only fully civilian adult in the fort. I have two miners, two woodcutters, two melee dwarfs (fully trained and extremely legendary by now), ten dwarfs in the crossbow-armed citizen militia and her, the broker (legendary tanner thanks to a mood, and she has only brokered the one time when the position was up for grabs).

Sounds like you embarked in the furthest north/south part of your map on a !!!SCORCHING!!! biome.
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Larix

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Re: What's going on in your fort?
« Reply #31668 on: December 01, 2013, 04:46:09 am »

Looking through my region parameters, i found that i made dangerously hot biomes much more prevalent: the standard temperature settings are 25-75, which can create dangerously hot/cold biomes in the extreme corners of the world. My region's temperature settings are 40-120. I think about 1/4 of this world map is hot enough to potentially kill citizens. Things get much crazier if you generate areas hot enough to vapourise booze, which is _also_ hot enough to start melting dwarfs without added water.

It's rather peculiar that in both unreasonably hot and cold biomes, animals brought in cages are the first victims - they just melt/freeze in the cages upon entering the map.
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VerdantSF

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Re: What's going on in your fort?
« Reply #31669 on: December 01, 2013, 12:27:35 pm »

Relicshield, pop. 154, Summer of 332 (Fort Year 81)

Almost a decade ago, a tantrum spiral toppled the Mountainhome's population of 134 down to 74.  Relicshield has finally made a full recovery due to a massive baby boom and renewed migration.  This year also marked the birth of Edem IV, the grandson of Edem II, the tiny hammerdwarf who helped uncover the plague of dwarven dwarfism afflicting all fortress-born dwarves.
« Last Edit: December 01, 2013, 12:34:44 pm by VerdantSF »
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Ianflow

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Re: What's going on in your fort?
« Reply #31670 on: December 01, 2013, 11:00:26 pm »

I'm making the hospital of Abbeycreep the Angelic Burial of Ancients, but I got sidetracked, and due to a clerical error about zones being rectangles, I am making a 'waiting room'.
I also think I'll make on floor residencies for the staff, of two. Along with a Cafeteria.

I started this post hours ago, forgot to post.
Anyhow, since then I made the lobby, got the Hospital Running.
Had a snatcher, around 8 thieves. Okay, two snatchers, one failed, the other died.
Also Elven Caravan.

We had a forgotten beast.
Amsir, a gigantic dimetrodon with external ribs. It has a broad horn and it appears to be emaciated. Its sky blue scales are oval-shaped and overlapping.
Beware its deadly dust!

FUN FACT: It went south, maybe 10 squares from where it appeared. I feared it was making a b-line for the fort, and had my TWO lashers on guard a good distance stationed away just in case.
Amsir then turned left, and made a b-line for the water.
Amsir jumped in, and then swam around for a few seconds.
Then Amsir, stayed in the same spot.
For another half year.
Amsir began moving again, as a pond grabber swam near.
As it left, Amsir resumed sitting in that same tile.

Amsir is still there, and I've had a pump operation to make a grazing area for my livestock below ground nearby. He hasn't cared, and the livestock are good.
I am expanding the aqueduct to accomodate a prisoner drowning room.

EDIT:
On another note, somehow my dwarves stranded two children.
The floor was being removed from the side of the resevoir, and two children were playing I believe. Anyhow, they are now there, stuck.
« Last Edit: December 02, 2013, 12:14:22 am by Ianflow »
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And thus, "The running of the goblins" became an annual tradition and the first dwarven contraceptive.
There are no moghoppers. We have always been allies of Oceania, and at war with Eastasia.

KingBacon

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Re: What's going on in your fort?
« Reply #31671 on: December 02, 2013, 12:11:27 am »

Just got an Artifact Adamantine Statue from a secretive metalsmith. Has one of our weaponsmiths admiring war hammers and an elf being killed by a roc on it.

Sufficiently dwarven for my nefarious plans to return the demon Arstruk to his proper home.

Spoiler (click to show/hide)
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    e    e   e    U   U     
, , , . , , , , , , , ; , , , , , ; , , , , , 
. . . . . . . e U e   . . 0╬0 
###x##############
###x .  . ☼ ☼####£####
~~~~~~~~~~~~~~~~~

Ianflow

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Re: What's going on in your fort?
« Reply #31672 on: December 02, 2013, 01:14:14 am »

Asihi Tapelaceci, a Forgotten Beast arrived.
It didn't last long.

A Gigantic Eyeless Serpent. It has four long curving horns and it is ravening. Its sky blue scales are locky and set far apart. Beware its noxious secretions!

The extract it pumped out was actually pretty cute. I mean, before I sent my lashers down, and it took 3 hits, and died.
The militia has yet to take any effects rom the secretions.

EDIT: I also had killed Amshir recently.

I had a Kobold Prisoner, who I tied up.
I then sent in the Militia Captain, a Lasher, to 'take care' of our prisoner. See that they are 'comfortable'.
This kobold then stabbed the captain, who began to run about bleeding.
Then, the chef, well one of them, a beekeeper, and soon an architect crowded into the prisoner's room doing "unknown job"....
« Last Edit: December 02, 2013, 03:04:22 am by Ianflow »
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And thus, "The running of the goblins" became an annual tradition and the first dwarven contraceptive.
There are no moghoppers. We have always been allies of Oceania, and at war with Eastasia.

Larix

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Re: What's going on in your fort?
« Reply #31673 on: December 02, 2013, 03:49:46 am »

A forgotten beast came!

It appeared in Hell - i had bored a spyhole into the pillar, so the place was initialised. I don't know whether that's intended behaviour or yet another bug caused by very hot biomes. It didn't turn out well for the beast. The clowns instantly closed in and punched it to death. Needing to breathe doesn't turn out too well when piled upon by a few dozen inorganic blobs.
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itg

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Re: What's going on in your fort?
« Reply #31674 on: December 02, 2013, 04:12:16 am »

I can't say whether or not FBs are intended to spawn in Hell, but it's not at all unusual for them to do so. As far as the FB is concerned, it's just the fourth cavern.

Lord_lemonpie

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Re: What's going on in your fort?
« Reply #31675 on: December 02, 2013, 01:53:56 pm »

For some reason my merchants didn't want to leave; a merchant went berzerk, this was the result (didn't even know that this could happen):
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LoneChipmunk

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Re: What's going on in your fort?
« Reply #31676 on: December 02, 2013, 02:10:25 pm »

Started up a new fort. Managed to get some basics dug out, and not so much as an abmush in 2 years. I hope I can get my defenses up before all hell breaks lose and the gobbos come.
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VerdantSF

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Re: What's going on in your fort?
« Reply #31677 on: December 02, 2013, 03:09:07 pm »

Relicshield, pop. 169, Winter of 334 (Fort Year 83)

The population of the Mountainhome has continued to surge.  Migrants were welcomed with open arms and the usual background checks were completely forgotten about.  Disaster struck when a toddler was found drained of blood in the middle of the nursery!  There were no witnesses, but Urdim Channeltree, Captain of the Guard, immediately checked through the written histories of every recent migrant.  He found inconsistencies with a spinner named Atis.  She was arrested and jailed without food or water.  Seasons passed and when she showed no signs of hunger, it was confirmed that she was the vampire.  The kingdom's previous vampire was executed on the spot, but most residents of Relicshield felt this was far too kind.  The creature has been placed in a secure prison until such time as a fitting punishment has been devised. 

Meanwhile, Zefon III of the noble Taxeddagger clan was recently inducted into the military.  His great-grandfather, Phyllite I, was the a member of the Original Seven and was the Duke of Relicshield before it became the capital of the Ancient Gravel.  The young soldier performed well during his first siege.  Though surrounded by legendary soldiers who led the battle in a crimson tide, Zefon III managed to get a killing blow before all the goblins of the Evils of Spray were vanquished.
« Last Edit: December 02, 2013, 03:34:56 pm by VerdantSF »
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ImagoDeo

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Re: What's going on in your fort?
« Reply #31678 on: December 02, 2013, 08:11:34 pm »

Make her your bookkeeper/manager. It's a fitting reward punishment for a vampire who drained a useless mouth baby of blood.
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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?

Lielac

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Re: What's going on in your fort?
« Reply #31679 on: December 02, 2013, 11:10:00 pm »

...

so...

many...

kobolds...

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Lielac likes adamantine, magnetite, marble, the color olive green, battle axes, cats for their aloofness, dragons for their terrible majesty, women for their beauty, and the Oxford comma for its disambiguating properties. When possible, she prefers to consume pear cider and nectarines. She absolutely detests kobolds.
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