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Author Topic: What's going on in your fort?  (Read 6222654 times)

Larix

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Re: What's going on in your fort?
« Reply #33450 on: March 09, 2014, 04:26:22 pm »

Well, that was easy. I'd been wondering about how to make a 2x2 minecart downward spiral viable, since normally, carts just start going too fast, miss the corner, bang against a wall and drop all their cargo. But after some messing around with impulse ramps, the (lame) answer presented itself:

don't use corner ramps.

Code: [Select]
z0     z-1    z-2    z-3    z-4  etc.
####   ####   ####   ####   ####
####   ##▼#   #▼▲#   #▲##   ####
#▲▼#   ##▲#   ####   #▼##   #▲▼#
####   ####   ####   ####   ####

####   ####   ####   ####   ####
####   ##▼#   #▼═#   #║##   ####
#═▼#   ##║#   ####   #▼##   #═▼#
####   ####   ####   ####   ####

So on every ramp, the cart enters from the "wrong" direction, loses its previous speed and gains new speed in the ramp's down direction. In other words, the cart behaves as though it's accelerating from a standstill on every single ramp. It takes six steps for every tile/z-level and emerges at about 30k speed. Slow, but very very safe. I've tried it out and such a cart keeps its cargo. It could probably be made faster by only using this speed re-set trick every few z-levels, taking corner ramps between; i haven't tried that.

I guessed that this kind of thing actually resets cart speed when noticing that carts entering a ramp tile accelerating them laterally to their current movement direction while coming from a non-connected tile would result in constant, non-derail speeds. It's what keeps carts in this loop

Code: [Select]
╔═╗
▼▼╝
╔═╗
══╝

(cart cycles counterclockwise, using double-ramp glitch for perpetual motion)
in an eternally stable orbit without need of further regulation. Everytime the cart rolls into the pit, its speed is re-set.

PS: dwarfs will not ride such a cart successfully. The abrupt direction change forces them to dismount (harmlessly in my test).
« Last Edit: March 09, 2014, 04:32:02 pm by Larix »
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GuesssWho

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Re: What's going on in your fort?
« Reply #33451 on: March 09, 2014, 06:30:25 pm »

A huge siege killed most of my dorfs. Now the mayor is chasing a troll around, punching it.

I'm hoping he chases it into a trap, but no luck so far.

ETA: The troll is now a stonecrafter for some reason. WTF?
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Eric Blank

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Re: What's going on in your fort?
« Reply #33452 on: March 09, 2014, 07:28:21 pm »

Are you sure he's chasing the same troll? Trolls can have professions, but they won't spontaneously develop new skills normally.

My fortress has settled out after only one more dorf was burned to death by the wyverns. Migrants are showing up in droves, too, and I'm trying to come up with a scheme to get all the forts kids into a special area I've made for them.
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GuesssWho

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Re: What's going on in your fort?
« Reply #33453 on: March 09, 2014, 08:08:44 pm »

I'm pretty sure I saw the troll become a stonecrafter mid-siege, yeah.
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FallenAngel

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Re: What's going on in your fort?
« Reply #33454 on: March 09, 2014, 09:04:15 pm »

Well, I'll give a quick rundown on the slightly-over-one-year history of my fort.
Some prior knowledge; I'm using a modded race. One without need to eat or drink. Just to make having fun more fun.
We started in this snow-blanketed area with tons of soil. Wanting none of that, we dug straight down into a chalk layer and began living there. After setting up the basics (Trading Depot at uppermost underground layer, four standard workshops, large general-purpose storage, furnaces), the first migrant wave came, all miners with pickaxes for reasons relating to the modded race (although why it chose miner instead of, say, woodcutter, is beyond me). The summer caravan from my race (modded race again) came and I traded some of the sapphires I brought for some metals. After making coal coke and smelting iron ore, kobold thieves visited and were quickly dispatched by civilians. The third caravan was destroyed by rhesus macaques, so I built a small monument to it. The third wave of migrants, a surprisingly large 15, brought tons of animals. One was a kitten. I guess some rocks got agitated and fell from the ceiling of a room and it got injured and then suffocated. I put it in a chalk coffin. I plan to see if the traders left the stuff the caravan was holding and if they did, melt all the metal items into bars.

Propman

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Re: What's going on in your fort?
« Reply #33455 on: March 09, 2014, 09:50:06 pm »


http://www.youtube.com/watch?v=dSgnAHh-sn0 (Some music, because that's how I roll with these sort of descriptions)

Ono Bengel: A phrase that translated to "The Tower of Romances" in the human tongue. For seven years, the sunflower fairies, foreigners who had wandered into the world from a portal through the beyond, calling themselves "The Sweetness of Cake", along with their leprechaun consorts laboured, carving out bricks of radiant blue kimberlite, mining and smelting pillars of strudy platinum, and buying out every featherwood log they could get their grubby hands on, forging a spire that put the grandest of human keeps to shame. Despite the incursion of Shash Kogen, the three-eyed purple fire-breathing pigeon giant, she who slew the underground livestock and forced the fey to seal the mines off, despite the fact that the only military consisted of trained war Yukkuri (along with a few wolves and a war tiger, traded by the human and elven caravans respectively), living pastries native to the fairy homeland, despite the fact the defensive wall was less then a quarter complete, and despite the fact that the very land they lived upon was cursed with evil, they held on. At sixty pairs of wings, not a single pixie had fallen yet, not from the pigeon, not from the toxic rain, and not from the siege Asmel Ulingustuth had conducted mere moments prior.

Ulingustuth the dwarven necromancer was bitter; Having lost her hand to a marauding Tin Tyrant* a mere seven years ago while her own tower lay decrepit of any company other then the rotting corpses of the dead, she lashed out on the fay, sending in a legion of shambling dead, her grim visage sneering at the fleeing sunflower fairies from afar as they scrambled to get inside the tower. All that remained not hunkered in were the war animals, hastily assigned to sit outside in hopes they might buy some time. A few scattered weapon traps lay strewn about the small fragment of wall, far too few to catch more then a handful of the restless fiends. Yet as the Sweetness of Cake nervously peered through the windows of their tower to observe the outside, they noticed something.

An ambush! Curse them!

A pack of gnoll marauders subsequently timed their attack on the tower, but found themselves instead engaged with the living dead. The hyena men, standing as tall as a man and packed with far more muscle then any mere goblin, glared at their adversaries with glowing yellow eyes. Though clad in little more then their trousers and armed with nothing but wooden mallets and flails, these brutes packed more then enough strength to smash a dwarf into paste, never mind the kobold-sized fey.

The two sides clashed in a frenzy of claw and decay, some zombies strangling a few unlucky brutes to death, while the gnolls bashed others until they no longer moved. Though savage, these animal men were not fools, and they immediately charged at the necromancer in a fit of bloodlust, bashing the crippled wizard until she was little more then a pulp. The undead now vanquished, the beastal creatures then proceed to charge through the incomplete gate. A couple traps sprang up, gutting a thief and a basher in a flurry of bronze and blood, while the first line of defense, the wolves, sprang into action. Try as they might though, the gnolls were superior, and they easily crushed the canines before they could even lay a scratch.

The Yukkuri and a tiger were all that remained now, nervously huddled into a crude line of battle. Teeth chattered and babies cried from the tower, the frantic citizens starting to panic. A fisherchaun, having seemingly been possesed by an evil spirit, left the panic room and claimed a workshop located higher up in the tower's many stories. Ten gnolls clashed against fourteen pastries, and the decisive battle had commenced.

The yukkuri swarmed the first brute and tore at him, stripping him of his mace and eventually bleeding him out. The next three gnolls rampaged, injuring two Yukkareimu and a Yukkarisa, smashing them until they were nothing but bean-paste and sinew. Things were looking grim as they sustained more and more injuries, coughing up bean paste and breaking ranks. Before they were routed compltley however, another gnoll fell, and that was all that was needed to break the brutes' morale. With their tails behind their legs, the remaining gnolls fled, leaving the tower more or less intact. In the aftermath of the battle, nine gnolls and all of the undead as well as their necromancer lay slain, while three yukkuri and two wolves were among those killed on the Bengel side, after two weeks of being sieged.  The fairies now labour in their workshops, assembling tricornes, coats, cavilers and targets, while likewise ordering a few tanks from the human caravans in order to hopefully someday deal with the menace beneath, the first steps towards a proper defense force. Gethorrun, one of the Yukkareimus who managed to slay the gnoll that caused the enemy to flee, was hailed a national hero and now takes it easy in the main halls, gorging herself on +goat intestine roast+ and *sunberry biscuit*s.

*A semi-megabeast constructed of tin the size of an elephant. Think of the robots from Castle in the Sky, and you get a good idea of what they look like.
« Last Edit: March 09, 2014, 10:22:46 pm by Propman »
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Jboy2000000

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Re: What's going on in your fort?
« Reply #33456 on: March 09, 2014, 10:36:31 pm »

I made a peasant squad to defend from a kolbold thief early in the game, from everyone close-by, including my only woodcutter, mason, and carpenter. They were all viciously killed before I was able to get any capable fighters over there, and I had to restart.
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Sutremaine

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Re: What's going on in your fort?
« Reply #33457 on: March 09, 2014, 11:34:10 pm »

Thieves will run once discovered. They may take a swing at whatever's near them at the moment of their discovery (this can occasionally lead to catastrophic "rescues" of "lost children"... one dwarf had his arm chopped off as a baby because of that), but unless they've got something you want back you can ignore them.

I had to restart.
Never!
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Honestly at the time, I didn't see what could go wrong with crowding 80 military Dwarves into a small room with a necromancer for the purpose of making bacon.

Jboy2000000

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Re: What's going on in your fort?
« Reply #33458 on: March 09, 2014, 11:49:36 pm »

Is that what they're supposed to do? Most of the time they just run inside my fortress after been spotted by my guard cats. I kind of did have to restart, with no miners or woodcutters to get supplies, I would have run out before migrants would have arrived, and I didn't have any workers to do anything with the supplies I had stocked up. Besides, my dwarves were starting to die of dehydration anyway.
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GuesssWho

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Re: What's going on in your fort?
« Reply #33459 on: March 10, 2014, 12:08:20 am »

You could've assigned new ones, though.

I suggest immediate reclaim in times like that. It's easier to reclaim in the beginning anyway: less stuff to go get.
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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.

Jboy2000000

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Re: What's going on in your fort?
« Reply #33460 on: March 10, 2014, 12:11:03 am »

Assign new ones? Pardon my ignorance, but Im new to the game, so I don't know how to do something like that. Also what does "reclaim" mean?
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BlackFlyme

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Re: What's going on in your fort?
« Reply #33461 on: March 10, 2014, 12:15:54 am »

Assign new ones? Pardon my ignorance, but Im new to the game, so I don't know how to do something like that. Also what does "reclaim" mean?

You can change the assigned labours on still-living dwarves. View them by pressing 'v' and then press 'p' to get to their profession menu. Press 'l' to open up the labours menu, which is where you can enable and disable job types.

You can 'reclaim' old abandoned fortresses. When on the embark screen, press r, and it will show you a list of forts you have abandoned, and will allow you to send another expedition to live in it again. Though it still has its risks, as there may be ghosts of your previous dwarves and some of the invaders that attacked you may still be hanging around. Plus all the items that were in your fort will be randomly scattered around the map.
« Last Edit: March 10, 2014, 12:17:51 am by BlackFlyme »
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GuesssWho

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Re: What's going on in your fort?
« Reply #33462 on: March 10, 2014, 12:16:12 am »

Assign new ones? Pardon my ignorance, but I'm new to the game, so I don't know how to do something like that. Also what does "reclaim" mean?
Press 'v'iew 'p'referred 'l'abors and change them around.

Reclaiming means going back to a lost fort.
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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.

Jboy2000000

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Re: What's going on in your fort?
« Reply #33463 on: March 10, 2014, 12:53:27 am »

Assign new ones? Pardon my ignorance, but Im new to the game, so I don't know how to do something like that. Also what does "reclaim" mean?

You can change the assigned labours on still-living dwarves. View them by pressing 'v' and then press 'p' to get to their profession menu. Press 'l' to open up the labours menu, which is where you can enable and disable job types.

You can 'reclaim' old abandoned fortresses. When on the embark screen, press r, and it will show you a list of forts you have abandoned, and will allow you to send another expedition to live in it again. Though it still has its risks, as there may be ghosts of your previous dwarves and some of the invaders that attacked you may still be hanging around. Plus all the items that were in your fort will be randomly scattered around the map.
"Oh my sweet dwarven beer god they're gonna kill us all" ghosts, or "sweet baby Jesus get the fuck out of my way" ghosts?
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"Wanna be a better liberal? Go get shot in the fuckin' face."

Just goes to show, even a Male Doctor that Looks Like a Female and a Criminal with Poor Hygiene Habits can fall in love.

BlackFlyme

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Re: What's going on in your fort?
« Reply #33464 on: March 10, 2014, 12:56:08 am »

"Oh my sweet dwarven beer god they're gonna kill us all" ghosts, or "sweet baby Jesus get the fuck out of my way" ghosts?

Depends. Some are content to simply stand around where they died, only scaring passerby by accident.

Others will rip off your arms and throw them across the map for a laugh.
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