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Author Topic: What's going on in your fort?  (Read 6194401 times)

Lolfail0009

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Re: What's going on in your fort?
« Reply #32955 on: February 05, 2014, 06:45:52 pm »

I wonder if your rookery would work if you stuck the nest boxes up on pillars so the dwarves couldn't reach. Assuming the birds will fly up to the boxes you won't have to worry at all about bearded egg thieves.

Irritatingly, tame fliers don't fly.

Splint

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Re: What's going on in your fort?
« Reply #32956 on: February 05, 2014, 06:48:53 pm »

I wonder if your rookery would work if you stuck the nest boxes up on pillars so the dwarves couldn't reach. Assuming the birds will fly up to the boxes you won't have to worry at all about bearded egg thieves.

Irritatingly, tame fliers don't fly.
Actually that isn't true. They will fly up and over obstacles, but only if a valid ground path exists to what they want to path over.

MerkerBenson

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Re: What's going on in your fort?
« Reply #32957 on: February 05, 2014, 06:51:10 pm »

After the last outpost liaison got butchered in a very gruesome way and the entire caravan either went insane or ended up dead with the exception of a few soldiers, the latest dwarven caravan arrived with extra military escorts, enough that they completely obliterated the recent goblin siege that had incidentally arrived at the same time :D
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BlackFlyme

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Re: What's going on in your fort?
« Reply #32958 on: February 05, 2014, 06:54:14 pm »

I wonder if your rookery would work if you stuck the nest boxes up on pillars so the dwarves couldn't reach. Assuming the birds will fly up to the boxes you won't have to worry at all about bearded egg thieves.

Irritatingly, tame fliers don't fly.
Actually that isn't true. They will fly up and over obstacles, but only if a valid ground path exists to what they want to path over.

I tend not to get birds on embark anymore because they tend to end up in areas they shouldn't reach, like pillars and such.

I had one turkey that decided it wanted over a wall only to get stuck on the top, where it stood looking over my courtyard until it died of old age.
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Lolfail0009

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Re: What's going on in your fort?
« Reply #32959 on: February 05, 2014, 08:38:50 pm »

~Oblivionguard~

Spoiler (click to show/hide)

Yeah, I had that coming.
I need to put progress triggers on those things.

Edit: It killed Doren in grand battle. Even as Doren's head was mortally wounded, he kept fighting long enough to make the beast remember the Black Inferno of Forever and their fortress, Oblivionguard!

Edit 2: The Air Skythe was struck down by one of our war dogs, always by Doren's side. He has gained the name "Passedcraft".
« Last Edit: February 05, 2014, 08:49:30 pm by Lolfail0009 »
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Lolfail0009

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Re: What's going on in your fort?
« Reply #32960 on: February 05, 2014, 10:20:03 pm »

~Oblivionguard, Year 1 Report~

Population is now at eleven, after two very small migrant waves and then Doren Beastwinds' passing at the call of Muviwont Roarnight the Modest Lancers, the screech of whom caused Doren's arms, legs and neck to erupt in blood.

Workshop and stockpile areas have been excavated and are being brought to life... slowly.

Bedroom/Dining room/Cemetary areas are designated (long live the guy behind Quickfort).

Larix

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Re: What's going on in your fort?
« Reply #32961 on: February 05, 2014, 10:38:42 pm »

Whitemountains, yet another Spring

Goddamn projects take forever. It doesn't help that they're all logic shit that i have to invent things for all the time, but progress still takes place and the finished devices look pretty decent in the end.

Code: [Select]
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That was actually one of the  simple things, a quasi-latch that gets permanently deactivated by an alternative pulse signal. The exact layout is so it can be run from a single 40-power windmill - it needs four rollers and four switchable gearboxes. I think it'd even work with a 20-power one, if wired correctly.

The bone stocks are still gargantuan and the current "weapons" count is nearing 2000 again - all but maybe a hundred of them bone crossbows. I'll have to play an adventurer after this fort sometime, the nearby human civ's towns should be completely full of *grizzly bear crossbow* by now. The dedicated dyer finally reached the point where that's her acknowledged job (judging by her position in the dwarf roster, the displayed profession  is 'militia captain'); getting started with that job is very slow going.

A mood by a non-child, hooray! A weaponsmith, even. Grabbed an adamantine wafer, as planned, and became legendary. Bit of a bummer the dwarf likes warhammers, but not enough reason to forbid the adamantine and glitch the artefact to iron. I _did_ forbid most of the materials collected, though - four blocks, all nickel, and two 'stone', both (imported) native gold were claimed, so i forbade all 'duplicates'. I had the nickel blocks smithed so i can build some more magma pumps and the gold boulders were all laboriously ordered and bought from the dwarfs, there's no gold on site. Looks like i can draft a fourth dwarf to my "shitty artefact weapons" squad - so far, we have one warhammer, one mace and a short sword, all made from bone.
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ImagoDeo

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Re: What's going on in your fort?
« Reply #32962 on: February 05, 2014, 10:43:28 pm »

Which of the following two methods is a better way to get vampires to drink alcohol (and thus remove the slowdown from sobriety)?
-Option A
-Option B

I'd like to do it with a minimum loss of dwarven life, but to be honest I can probably find expendable dwarves cat-lovers for the second method if the first has issues.
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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?

VerdantSF

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Re: What's going on in your fort?
« Reply #32963 on: February 05, 2014, 11:03:45 pm »

While a fresh set of shoes, pants, and shirt was made, he still pitched a fit and threw  his bed against the wall angrily shouting "GIMMIE SOME GODS DAMNED PANTS!" His wife proceeded to point out that there was a fresh outfit in the hastily built leatherworks.
The dwarf doth protest too much, methinks.  Closet exhibitionist, perhaps.

When the elves arrived everyone was overjoyed. That meant booze!
Good to see Relicshield isn't the only fort that actually likes the elves (or at least their trade goods) :D.

However the gnolls were hunted to the last and the dwarves ate well.
I had a feeling this would happen again.  *Shiver*

Splint

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Re: What's going on in your fort?
« Reply #32964 on: February 05, 2014, 11:23:05 pm »

When the elves arrived everyone was overjoyed. That meant booze!
Good to see Relicshield isn't the only fort that actually likes the elves (or at least their trade goods) :D.

I don't mind the elves in masterwork so much. They bring goods that are useful to dwarves: Mithril weaponry, undersized armor, instruments, braziers, and candelabras (that can all be used as is, in traps or what ever their other use is, or melted down,) Featherwood in most cases, cloth which is actually much more useful now (bedrolls and gunpowder spring to mind but I'm not sure on the laste one,) various seeds from profitable valley herb and steeloak to rat weed and fisher berries, and of course all manner of nasty critters. In this case the fortress ordered mastodons to fight beside the Colonel's dwarves and spirit ravens to protect marksdwarf and hunter alike.

And since past the first year or two I can farm enough wood to meet my needs I'm happy to abide by their tree cutting quotas since I use the woods as cover for my assault troops when facing enemy rangers after the initial need has passed. Plus I really don't want mithril wielding bowelves riding the woolly mammoth's smaller cousin waltzing up to my front gate. Those damned bows and singing arrows can knock most human sized and smaller targets flat on their asses.

However the gnolls were hunted to the last and the dwarves ate well.
I had a feeling this would happen again.  *Shiver*

Well we weren't hurting for food nearly as bad as the last time the gnolls showed up trying to nick anything not bolted down on the surface of the sun. Never hurts to have a little padding though and our food/brew crops are finally coming in. Of course the little sober idiots keep eating them before we can make and booze but still.

VerdantSF

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Re: What's going on in your fort?
« Reply #32965 on: February 05, 2014, 11:54:28 pm »

In this case the fortress ordered mastodons to fight beside the Colonel's dwarves and spirit ravens to protect marksdwarf and hunter alike.

Gah!  Do want!  Speaking of elves...

Relicshield, pop. 187, Late Spring of 359 (Year 108)

For the first time in the fortress's history, elf merchants who were offered wood by mistake didn't refuse further trading!  All the dwarves who were about to haul away their rejected goods were stunned when the elves still showed interest in the mountain of copper toys on display.  Trading recommenced, with the elves quite pleased once all  goods had changed hands.  Perhaps the immortals have turned a new leaf.  And to think, such solemn creatures utterly enchanted with mere children's toys!  Will wonders never cease!   

(Seriously, though, I was really surprised.  I thought I had seen this happen in an old fort, but when it failed to happen again, I thought I was imagining things.)

« Last Edit: February 05, 2014, 11:56:41 pm by VerdantSF »
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PDF urist master

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Re: What's going on in your fort?
« Reply #32966 on: February 06, 2014, 12:14:33 am »

they must be a rare breed of progressive elves, who are able to move past the [UNTHINKABLE] act of killing plants.
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Splint

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Re: What's going on in your fort?
« Reply #32967 on: February 06, 2014, 12:29:38 am »

Years of decent to good relations and minding quotas can make for elves willing to overlook a slip-up or two.

GuesssWho

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Re: What's going on in your fort?
« Reply #32968 on: February 06, 2014, 03:07:34 am »

Two kids got in a fight, and one pulled the other's tongue out Oo
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I have no clue what I am doing here.


I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

Avis-Mergulus

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Re: What's going on in your fort?
« Reply #32969 on: February 06, 2014, 06:07:57 am »

Shinhammer

Well, a lot of crap has happened. First, the miner from before died of hunger because she was a slowpoke, but I managed to pull the same trick with another miner. So far, so good. Then I had to savescum because of a murderous ghost. Then a giant toad wandered in from the caverns, was slain with an application of a boot to the cerebral cortex, and thrown into the cavern lake, where she promptly reanimated. I walled the caverns off, except for a small section.

Now I'm living on rum and shrooms. Currently in the process of building a well. Some migrants came and were slaughtered, even though I tried to save them. There are now forty-something zombies on the surface. Next up, I plan to dig to magma and make a bed and necessities out of glass, since there's white sand in the fort.
Ah, and I also gathered some webs and made enough silk cloth to make a bag and a rope.

Spoiler: Here's the fort (click to show/hide)

EDIT: Also, five or so zombos are fighting a giant sponge in the river. It is winning. It now has the name "Wringtax the Violent Large", which is kinda fitting.
« Last Edit: February 06, 2014, 06:12:13 am by Avis-Mergulus »
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“See this Payam!” cried the gods, “He deceives us! He cruelly abuses our lustful hearts!”
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