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Author Topic: What's going on in your fort?  (Read 6223203 times)

Dwarf4Explosives

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Re: What's going on in your fort?
« Reply #39630 on: February 10, 2015, 01:32:28 pm »

I think that can be filed under Piece of Evidence #5437 for the fact that dwarves are idiots.
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And yet another bit of proof that RNG is toying with us. We do 1984, it does animal farm
...why do your hydras have two more heads than mine? 
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Skullsploder

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Re: What's going on in your fort?
« Reply #39631 on: February 10, 2015, 03:22:10 pm »

The minecarts are finally carrying scrap metal (any metal item of exceptional or worse quality), bars, charcoal, sand, and everything else down to the magma forges. I'm going for an extremely decentralised approach, with bedrooms on every work level assigned to the specific professional dwarves that need them, alongside communal dorms for haulers.

The problem is getting platinum statues around. A dwarf hauling a statue 140 levels is not going to be happy when he reaches the top.
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Button

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Re: What's going on in your fort?
« Reply #39632 on: February 10, 2015, 03:41:57 pm »

The problem is getting platinum statues around. A dwarf hauling a statue 140 levels is not going to be happy when he reaches the top.

Wheelburrs to stockpiles with size 1, set to hold only platinum statues!
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Skullsploder

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Re: What's going on in your fort?
« Reply #39633 on: February 10, 2015, 03:59:13 pm »

The problem is getting platinum statues around. A dwarf hauling a statue 140 levels is not going to be happy when he reaches the top.

Wheelburrs to stockpiles with size 1, set to hold only platinum statues!

*smacks forehead* you are a genius. I am very stupid. I also owe some haulers who have gone a month without food or drink an apology.
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taptap

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Re: What's going on in your fort?
« Reply #39634 on: February 10, 2015, 04:40:48 pm »

Installed a fully mechanical live-target-immortaliser (aka marksdwarf window aka bolt splitter). Now I just need to hook it up to a sufficiently slow repeater.

Baffler

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Re: What's going on in your fort?
« Reply #39635 on: February 10, 2015, 04:46:32 pm »

Winter is upon us, so I can finally get around to building the bedrooms properly. So I queue up some work orders. 60 cabinets, 60 coffers, 60 doors, 120 tables, 120 chairs, 120 statues. The masons set to work, the haulers haul with their fancy new wheelbarrows, and everything goes smoothly. Work is going a lot slower than it should though, because the new job assignment system creates some delay in work orders. My masons are travelling at least 20 tiles away from the shops before getting the order to make the next thing, going all the way back, finishing it, and then almost leaving again before the cycle repeats itself. Does anyone know of a fix/workaround? This is just silly.
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Pirate Santa

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Re: What's going on in your fort?
« Reply #39636 on: February 10, 2015, 08:46:06 pm »

Just finished the first year of my new rocky wasteland embark. Wasn't expecting the entire river to freeze. This combined with me having no idea my brewer had stopped brewing at some point led to one dwarf dying of dehydration before the issue was resolved. Luckily he was a useless carpenter so it doesn't matter.
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utunnels

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Re: What's going on in your fort?
« Reply #39637 on: February 10, 2015, 10:39:45 pm »

My dorfs were attacked by a cave crocodile. For some reason they decided to punch it to death instead of using their weapons (they were all in military uniform).

Quote
Kadol Kadoldetes, Bone Carver cancels Destroy Building: Interrupted by Cave Crocodile.
The Cave Crocodile misses The Bone Carver!
Kadol Kadoldetes, Bone Carver: I must withdraw!
Kivish Kubukmeb, Miner cancels Construct Building: Interrupted by Cave Crocodile.
The dwarves suspended the construction of Floor.
The Cave Crocodile misses The Miner!
The Miner kicks The Cave Crocodile in the first left rear toe with his right foot and the injured part explodes into gore!
The Cave Crocodile gives in to pain.
The Cave Crocodile falls over.
The Miner punches The Cave Crocodile in the head with his left hand, bruising the muscle!
Deduk Ittasfeb, duchess of Laborclutch cancels Construct Building: Interrupted by Cave Crocodile.
The dwarves suspended the construction of Floor.
The Miner punches The Cave Crocodile in the head with his right hand, bruising the muscle!
Kadol Kadoldetes, Bone Carver: I must withdraw!
The Miner punches The Cave Crocodile in the head with his left hand, bruising the muscle and fracturing the skull!
The Miner punches The Cave Crocodile in the head with his right hand, bruising the muscle!
The Miner punches The Cave Crocodile in the head with his left hand, bruising the muscle, fracturing the skull!
The duchess of Laborclutch punches The Cave Crocodile in the head with her left hand, bruising the muscle, fracturing the skull!
The Miner punches The Cave Crocodile in the head with his right hand, bruising the muscle!
The duchess of Laborclutch punches The Cave Crocodile in the head with her left hand, bruising the muscle, fracturing the skull!
The Miner punches The Cave Crocodile in the head with his left hand, bruising the muscle!
The duchess of Laborclutch punches The Cave Crocodile in the head with her right hand and the injured part explodes into gore!
An artery has been opened by the attack!
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The troglodyte head shakes The Troglodyte around by the head, tearing apart the head's muscle!

Risen Asteshdakas, Ghostly Recruit has risen and is haunting the fortress!

utunnels

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Re: What's going on in your fort?
« Reply #39638 on: February 11, 2015, 02:35:21 am »

I paved the cavern lake with floors.
Right after the months long project finished, a miner drowned, mysteriously.
Searching near his corpse, I found a not so obvious hole on the floor. Because there was a tree in the water, cutting it leaving a dry open space, which was hard to see in ascii mode.

Unfortunately I already saved the game.

Byebye Kivish Lancedinched, we'll engrave a nice slab for you.



I checked every one's thoughts, no body seemed to be affected by his death, including his friends. He's marked as deceased. It means someone has discovered his corpse right? It is strange no body even mentioned him.
« Last Edit: February 11, 2015, 02:48:04 am by utunnels »
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The troglodyte head shakes The Troglodyte around by the head, tearing apart the head's muscle!

Risen Asteshdakas, Ghostly Recruit has risen and is haunting the fortress!

Uzu Bash

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Re: What's going on in your fort?
« Reply #39639 on: February 11, 2015, 06:58:49 am »

Long up/down staircases are such a bad idea that I had to make two, side by side. But I wasn't planning on developing around this shaft, I was just probing for a cavern floor and magma. The starting bunker was designed to be converted to a barracks after getting everyone moved out, but it's still being used as the main entrance, and workshops and apartments are still clustered around this 90 level shaft to nowhere. So now stoneworkers that could be doing something better are making 90 hatches, 2 for every other floor.

At least the straight line route keep everyone off the freight tracks; no matter how crowded the passage gets, it'll still be better than the spiral path. At level 91 I found warm walls, at lvl 92 I found a warm floor, so magma will be ready for my underemployed metalworkers. I'll make them slave in the hell workshop until they develop some skills before I think about bringing the magma to them.

The only defense I have right now is to lock up impenetrably tight, though I'd sacrifice my aboveground assets to do it. My militia is undertrained and underequipped, and a trap defense system is something I'll probably have to improvise while in lockdown. There's no iron ore here, but there is silver, so everyone will get hammer experience whether they like it or not. That should be enough for the first likely enemies, zombies and necros. Well, not counting the cave swallow people downstairs, but my militia has been handling them barehanded just fine, so there is hope for them.
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Valikdu

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Re: What's going on in your fort?
« Reply #39640 on: February 11, 2015, 07:20:33 am »

Fort's first encounter with a thief. The thief belonged to an enraging caste, so instead of running away after being spotted it ran after some civilians. Then the security commander came at it (not wearing anything, as the armor stockpile was further near the entry), gored it in the face, then bashed its head in with a shield. I don't know why the shield was on the commander's person and not in the stockpile; good thing I've made it from a heavy metal.

Valikdu

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Re: What's going on in your fort?
« Reply #39641 on: February 11, 2015, 09:08:35 am »

A giant vapor-breathing horned turtle has come. After finding out that the vapor is lethal, I've sealed the caves and began training some marksponies to, hopefully, shoot it in the face from distance. While I'm doing this, the FB is running around and picking fights with packs of skulkers (nee troglodytes), who sometimes manage to get a couple of hits in before splattering. Interesting.
« Last Edit: February 11, 2015, 09:11:30 am by Valikdu »
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Mishrak

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Re: What's going on in your fort?
« Reply #39642 on: February 11, 2015, 10:01:16 am »

I similarly have a forgotten beast ambling around in my caverns, fighting the cavern wildlife in there.  Occasionally a few cats or a kid will fall in the well which is the only way into the caverns.  I floored in some open areas where they could have fallen in, but I'm not sure that's going to matter.  I'm also not entirely sure this is a bad thing.
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Wheeljack

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Re: What's going on in your fort?
« Reply #39643 on: February 11, 2015, 11:22:53 am »

After a long break I've come back to ease into something... easy. Coastal embark, temperate, metals, clay etc. yadda. It was on a small island separated from the main landmass and I didn't check what the status was with other civs. Only two migrants in the first wave, which is nice.

Since it looks like it might be a quiet one I'm aiming to follow the 'human town' challenge I vaguely remember from an old thread. I'll be constructing an aboveground castle, hopefully incorporating the sea into a drawbridge moat. Peasants can have wooden houses aboveground and tend surface crops. Currently they're living out of hastily dug clay caves, but I might as well start moving them into housing now. Another prereq was ensuring all quarries were open air, so no piddling 1 tile tunnels through the map to get to the good stuff - it's mass strip mining or broke.

With that in mind, I kinda hope the migrants pick up so I can assign the strip-mine peasants to their nasty hovel area away from the good and decent folk of the town. I'll be able to kit out the team with enough pickaxes soon, and then I can properly work on stone block production for the castle.

If you've sequestered yourself on an island, I'm pretty sure you're only going to get the first two hard coded waves. Stuff has to travel now. I'm not 100% sure migrants are subject to this rule,  but I'm /pretty/ sure it applies. In which case you may have to grow your population through babies.

Breaching the caverns may open a path there assuming its not flooded anywhere between your island and the main land.

Sounds like a fun challenge though. I may try it myself. Were there any other rules?
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TheFlame52

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Re: What's going on in your fort?
« Reply #39644 on: February 11, 2015, 03:31:05 pm »

HUMANOID MUD PLAINS TITAN WITH WEBS

OH BOY

I'm really glad I have a walled enclosure around my fort, 9 marksdwarves, and a good supply of bones for bolts. The titan can't get over my walls, so every time it passes by, the marksdwarves shower it with bolts. It's very broken now, crawling along, but it still has its webs and I'm not gonna mess with that. It killed an engraver, the mayor's kid, a kobold thief, and the front of a human caravan. And an entire migrant wave, can't forget that. But they weren't useful anyway, so whatever. I'm pumping out coffins to bury all the dead in when I eventually open the gates.

EDIT: A second migrant wave just arrived. I'm using them as bait. MAN THE WALLS, BOYS! Well, shit, that did pretty much nothing, but it's better than actual nothing.
« Last Edit: February 11, 2015, 03:38:03 pm by TheFlame52 »
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