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Author Topic: What's going on in your fort?  (Read 6219329 times)

Lord_lemonpie

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Re: What's going on in your fort?
« Reply #36015 on: July 22, 2014, 07:23:18 pm »

After retiring my fort for quite some time, i discovered that some humans settled there and one of them became my hammerer. Didn't even know that that could happen.
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Madman198237

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Re: What's going on in your fort?
« Reply #36016 on: July 22, 2014, 07:30:45 pm »

Thank you for the answer, Aristion. Oh, and the pastry comedy.
I had the thought that it could be something related to that.
Spoiler (click to show/hide)
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Splint

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Re: What's going on in your fort?
« Reply #36017 on: July 22, 2014, 08:00:31 pm »

After retiring my fort for quite some time, i discovered that some humans settled there and one of them became my hammerer. Didn't even know that that could happen.

Based on what i've seen, lots of nonplayer race creatures will migrate into dwarven (or elven, or human) sites and take up residence during worldgen. They're likely the result of previous conquests or possibly regular old immigrants who felt a dwarven fort had more to offer than a human city. I once had a random worldgen adventurer visit my fort and hang out by the wagon now that I think of it.

-

Welp, out of boredom I've had my manager queue up enough coffins and slabs for everyone in the fortress and have the masons now pulling double duty as engravers to smooth this place out. The hospital is complete, all 8 melee militia more or less equipped in light armor (leather armor, helmets, gloves, and high boots as well wooden shields, mail shirts, and weapons of thier choice,) with metal gauntlets and boots for the leaders. Same for the 6 marksdwarves and their leader, though they don't get shields or melee weapons.

God damn am I bored. All the fighting's on the other side of the ocean up north. And speaking of north, merchants seem to favor that way so a paved road is probably going to be needed that aways. A wagon just broke trying to navigate the rough unpaved northern way into my fort, killing any hope for trade this fall.


ZzarkLinux

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Re: What's going on in your fort?
« Reply #36018 on: July 22, 2014, 09:12:31 pm »

Sad news in The Joyful Land of Ghouls. The Cavy Drop does remove unwanted pets, but I don't think it trains "has witnessed death". The wiki may confirm it, because it says only dwarves dying will cause that thought. Also, my military screen is unable to equip my militia captain with the Legendary Horse Leather Leggings  :'(
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Splint

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Re: What's going on in your fort?
« Reply #36019 on: July 22, 2014, 09:14:57 pm »

Sad news in The Joyful Land of Ghouls. The Cavy Drop does remove unwanted pets, but I don't think it trains "has witnessed death". The wiki may confirm it, because it says only dwarves dying will cause that thought. Also, my military screen is unable to equip my militia captain with the Legendary Horse Leather Leggings  :'(

If the spikes are getting them instead of death by impact the spike trap may be a factor (they hit and become 'jammed' in the trap rather than just dying on top of it, causing the death to technically not be seen from what I can tell.) my milita just wiped out a bunch of trogs and crundles and got the has witnessed death thought.

ZzarkLinux

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Re: What's going on in your fort?
« Reply #36020 on: July 22, 2014, 10:04:04 pm »

Sad news in The Joyful Land of Ghouls. The Cavy Drop does remove unwanted pets, but I don't think it trains "has witnessed death". The wiki may confirm it, because it says only dwarves dying will cause that thought.
If the spikes are getting them instead of death by impact the spike trap may be a factor (they hit and become 'jammed' in the trap rather than just dying on top of it, causing the death to technically not be seen from what I can tell.) my milita just wiped out a bunch of trogs and crundles and got the has witnessed death thought.

You might be right. I see that when the spears go "upright", then the corpse vanishes. Using the "k" key to review the square only shows spikes and nothing else. The corpse is only visible on inspection by (1) retracting the spike or (2) the coprse reanimates. Also, i got fortifications which I assume the dwarves can see through.

I suppose more testing is needed, maybe removing the spike, removing the fortifications, but then the trap seems non-lethal for cavy pups. Still it's worth a shot.

Thanks for the advice
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Solon64

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Re: What's going on in your fort?
« Reply #36021 on: July 22, 2014, 10:15:43 pm »

It has been suggested by some that only the death of intelligent creatures will increment the "has witnessed death" counter.  In the anecdotal example here, i believe trogs have the [INTELLIGENT] tag, so they'd do it.  Cavys.... do not.  So I don't think they'll do it.

I may be wrong, though dropping puppies and kittens has always worked for me.

Hmm, no, after searching through the raws, neither dogs, cats, crundles, cavys, or trogs have the intelligent tag.  It's likely then some vision issue.  Try glass windows instead of fortifications?  Or try removing the spike traps and letting them bleed out on the ground instead, that's gotta be more horrifying than instant spiky death
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PS: Seriously, you must have, like, super-getting-lost skills. You could go missing in a straight corridor and impale yourself on flat ground if I don't tell you where to go.

vjek

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Re: What's going on in your fort?
« Reply #36022 on: July 22, 2014, 10:36:56 pm »

Testing armor/weapons and dwarf->hostile combat, in fortress mode..

Embarked with magnetite and magma, made a squad of 9 a full set of iron weapons/armor.

Necromancer squad shows up.  I ensure they're all properly wearing everything they should, and send them to the surface.  They're all killed in about... oh 10 seconds.

So, next test.  Set them up training full time, wait until they're legendary fighters (and corresponding highly skilled in other aspects of combat from training), send them out again.  By this time, the undead has increased to 31 total, and the squad absolutely crushes them.    They take some injuries, but nothing that requires hospitalization.

So, lesson learned.  Raw recruits are useless! (in 40.x)

userpay

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Re: What's going on in your fort?
« Reply #36023 on: July 22, 2014, 10:37:57 pm »

I just had 4 or 5 dwarves fall asleep for absolutely no reason. No sleep blinking arrow or nothing.
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vjek

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Re: What's going on in your fort?
« Reply #36024 on: July 22, 2014, 11:07:01 pm »

That's right, you rat bastard...

Aristion

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Re: What's going on in your fort?
« Reply #36025 on: July 23, 2014, 12:27:30 am »

I was looking at the civ screen for the dwarf civ and i didn't see the king on the list,  so i was thinking; Wonder when a dwarf will become king despite there being a lot of baron(ess)s on it. Turns out there are enough nobles for a half pages king on it and i didn't even think of scrolling.
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I kept imagining this guy go "By Armok, not the dead roaches! Oh gods the hamsters oh the dwarfmanity!"
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Chevaleresse

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Re: What's going on in your fort?
« Reply #36026 on: July 23, 2014, 12:46:53 am »

I recently discovered that the average miner can quickly dismember the average troglodyte.

Oh, and I managed to dig a staircase straight down into the caverns. Yay. Fortunately, the entrance to the mines is controlled by a stone door and a drawbridge.
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Aristion

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Re: What's going on in your fort?
« Reply #36027 on: July 23, 2014, 12:51:32 am »

Has anyone noticed that cats are naturally legendary climbers?
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I kept imagining this guy go "By Armok, not the dead roaches! Oh gods the hamsters oh the dwarfmanity!"
Devotes several hours a day making vampires an endangered species.

varnish

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Re: What's going on in your fort?
« Reply #36028 on: July 23, 2014, 01:31:29 am »

Has anyone noticed that cats are naturally legendary climbers?

I have. Sadly, there are no climbing skills that can save them from the butcher's shop.
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lianopbs

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Re: What's going on in your fort?
« Reply #36029 on: July 23, 2014, 01:32:27 am »

My douchy has mandated a zinc bed, how obnoxious  >:(
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