Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 2782 2783 [2784] 2785 2786 ... 3842

Author Topic: What's going on in your fort?  (Read 6118741 times)

Loud Whispers

  • Bay Watcher
  • They said we have to aim higher, so we dug deeper.
    • View Profile
    • I APPLAUD YOU SIRRAH
Re: What's going on in your fort?
« Reply #41745 on: June 07, 2015, 06:30:59 pm »

First attempt at making a Panopticon Prison Colony has died horribly. The good news is I got the schematics done so the plans have already been transferred for a second run. The first attempt also yielded some new lessons to learn of DF2014; I had embarked with a relatively standard military embark on a terrifying glacier. Fortunately, no clouds or rain, unfortunately there was undead. All of my rabbits, reindeer and dogs had become a liability. The weaponsmith cranked out warhammers, picks and axes, and the miners got to digging out the first stairwells. The icewolves neared the wagon and my proficient hammerdwarves were ready... Then they all ran away like cowards, leaving the miners and the farmers to defend while the soldiers fled. Although they did kill the first few ice wolves, there was simply no surviving that many bunnies. 2 points per bunny makes for a lot of rabbits. We never managed to move our supplies down in time. It was death or glory. The final surviving Dwarf, the expedition leader, abandoned the Fort while he still could.

The second attempt has already gone much better. Sadly I couldn't find the perfect embark with no aquifer, flat ground, extreme temperatures, tower and all civ access with evil and savagery up as much as possible, but I did find a flat embark with no aquifer, all right temperature and all civ access. And this attempt has already gone much better, as the digging is going well, the forest is being cleared and I made sure to make all of the starting 7 also have proficiency in discipline. This time around the hammerdwarves are a much more disciplined guard force; the prison colony will tolerate no injustice, or non-compliance. I'm thinking, the starting 7 + the first two migrant waves will comprise the prison establishment. But as the future migrant waves could potentially harbour vampires, they will be the work gangs, murder suspects and privileged inmates (they're on parole!) and we'll do our best to piss off the other three civs to get some high-security prisoners. I may keep relations with the humans cordial, since their people die of old age and I want to not have to  clear many corpses out of the cells though. Yeah, the humans will get fair trade.
*EDIT
Prisoners will have rooms half the sizes of the guards.
« Last Edit: June 07, 2015, 06:32:45 pm by Loud Whispers »
Logged

NW_Kohaku

  • Bay Watcher
  • [ETHIC:SCIENCE_FOR_FUN: REQUIRED]
    • View Profile
Re: What's going on in your fort?
« Reply #41746 on: June 07, 2015, 09:54:48 pm »

Low-intensity Fun the other day. 

I'm building a mostly-automated minecart system for dumping sandbags and clay down a chute and then having the sandbags return, quantum stockpiling both.  (Basically, drop down a chute, hit ramp to track stop that dumps at bottom, gathers empty sandbags, and goes up impulse ramp to top to dump out empty bags for refilling.)  It's ultimately probably more complicated than I need, since I could probably just have the stupid thing guided with a fraction of the trouble, but enh, I haven't played fortresses much since minecarts came out, and need to get back in practice of using minecarts, whose mechanics I never did get fully down. 

Anyway, I was testing the cart path, and it turned out I didn't have enough impulse power to get my minecart all the way up the track.  I looked for a place to construct in a new impulse ramp for an extra bit of power, and when my constructor came trotting in... she was slammed full-on in the chest by a rampaging minecart, bruising the heart, sending the dwarf flying, and colliding with an obstacle so hard the left leg was jammed into the body and reduced to an unrecognizable mass! (Oops, forgot to set my haul menu not to launch the carts anymore while I was altering the course...)

Spoiler: Screenies (click to show/hide)

Fortunately, I took a doctor at embark, (whose skills were getting quite rusty, so this was good practice to break rust on everything but surgery,) and already set up a minor hospital. 

Still, that day I learned that in DF, you can apparently survive internal bleeding of the heart and the heart stopping for two whole days just fine. (Red damage to the heart!) She'd actually healed to "mere" cyan damage of the heart (just plain cardiac arrest) before the doctor really treated her, and the leg was seemingly the more major damage. She also was capable of getting up and moving around as soon as she had a crutch, in spite of excruciating pain from a leg injury that was still bleeding.  She was off crutching to clean up her own bloodstains while the doctor was on break before he got her to sit down and finish up procedures. 

Boy, those dwarves sure do learn to take these things in stride.
Logged
Personally, I like [DF] because after climbing the damned learning cliff, I'm too elitist to consider not liking it.
"And no Frankenstein-esque body part stitching?"
"Not yet"

Improved Farming
Class Warfare

Larix

  • Bay Watcher
    • View Profile
Re: What's going on in your fort?
« Reply #41747 on: June 08, 2015, 01:25:43 am »

 finished my "archer training in 0.40" exploration. I used a simple seven-dwarf squad, with a barracks, ten archery targets and a "train, minimum 10" order, on constant active duty. Works just fine, as usual.


Other goings-on: i made all civs baby snatchers, in hopes of kicking off more altercations in history, but it seems that having your kids stolen isn't a real grievance when you can just go and steal the kid back (or steal a replacement somewhere else). History reports are full of "a few years ago, various children were kidnapped" events, but we're at peace with the thieving humans and elves. Everytime a caravan leaves the site we get a slew of "a kidnapper has made off with the <water buffalo/turkey gobbler/hamster/etc.>!" warnings, that's the only directly observable effect. We haven't been attacked by anything but werebeasts.

I built a few minecart transport tracks, but am a bit underwhelmed by them. Mainly because we produce little but food and clothes, so there's simply not much to move around, and it's usually easier done by hand. Stone and bars for the forge are somewhat useful to move by cart, but primarily because it allows quantum-stocking. I went and moved yarn and silk cloth to a dedicated specialist clothier's shop, but there was no real need to do this by minecart. Especially since minecart routes don't play nice with goods in containers: once the cloth bins had been trackstop-dumped into the pile, the haulers went and dragged them back to the route's source pile. AFAIK being moved by cart _doesn't unassign bins and barrels from their original stockpile_, so by the hauling logic the containers _belong_ back into their old pile.
Anyway, i've mainly made a few simple tracks where the main challenges are keeping cart speed reasonable while changing levels and keeping dwarfs out of dangerous areas. For the latter purpose, statues work spectacularly well - carts can bypass them, dwarfs can't.

There was also a lockup on one stockpile/hauling stop link. I don't know what triggered it, but no items were moved to the cart after some point. I might have messed up some stockpile setting, but could find no error - types, materials and qualities agreed perfectly on both pile and stop. I eventually just erased and re-built the stockpile with the exact same settings and it worked again.

The only dwarf who got alarmingly harmed was a woodcutter who was hit by a falling log. It bruised her heart, which first showed as "mangled beyond recognition", but soon "recovered" to a cyan (no longer functional) wound colour and eventually to yellow and <no wound>. She simply walked it off, didn't even bother going to the hospital.

Our duchess loves millstones, so she has four of them in her bedroom. They're also all powered - by wind power. Her bedroom is 38 levels underground. Only the windmills themselves are vulnerable to building destroyers, power is transmitted through unbroken floor.
Logged

kyle902

  • Bay Watcher
    • View Profile
Re: What's going on in your fort?
« Reply #41748 on: June 08, 2015, 07:23:26 am »

So my hunter saw one of his friends get killed by a wereiguana. The wereiguana turned back into an elf and promptly got his head cut off by my hunter in an apparent act of vengeance.


Now he keeps canceling tasks because he's too horrified.
« Last Edit: June 08, 2015, 07:34:38 am by kyle902 »
Logged

TheFlame52

  • Bay Watcher
  • Certified geezer & only man to win 0.40.24
    • View Profile
Re: What's going on in your fort?
« Reply #41749 on: June 08, 2015, 08:37:59 am »

I have decided to reclaim Bastiongate.

I have two saves - a corrupt one, and a year old one where I abandoned the fort to get legends. I am attempting to reclaim the second one and restore it.

Wish me luck.

NW_Kohaku

  • Bay Watcher
  • [ETHIC:SCIENCE_FOR_FUN: REQUIRED]
    • View Profile
Re: What's going on in your fort?
« Reply #41750 on: June 08, 2015, 09:43:35 am »

Other goings-on: i made all civs baby snatchers, in hopes of kicking off more altercations in history, but it seems that having your kids stolen isn't a real grievance when you can just go and steal the kid back (or steal a replacement somewhere else).

Baby Snatcher's effects are very old, hard-coded, and kind of kludgey.  They functionally form a "power bloc" where all baby snatchers are "on the same side", and permanently at war with everyone else.  Putting everyone into baby snatcher means everyone is on the same side, and will only go to war for normal reasons, like elf/dwarf wars over cannibalism.

I built a few minecart transport tracks, but am a bit underwhelmed by them. Mainly because we produce little but food and clothes, so there's simply not much to move around, and it's usually easier done by hand.

I've found that any time that you have a serious distance to traverse, it's always worth it to set up carts.  The main problem seems to be everyone focuses on the complex automated carts, when guided carts are actually a very elegant solution to most hauling problems.

Keep in mind, "guided" carts only need two pieces of track, and maybe a track stop or two.  Guided carts are simply "carried" from place to place, and if you have guided carts brought to a single dumping stockpile, you only need to carve a single piece of track and declare a staging stockpile to have a new cart hauling route back to the main ore dump.  (It's great for setting up every major quarry to dump to your main stone/ore stockpiles.) Guided carts let you move five times as much as a wheelbarrow with no loss in speed over any terrain a dwarf can cross. 

If you have supplies across distances you don't want dwarves crossing, tracked carts are basically always superior.  If you want, say, dwarves in a military outpost isolated from civilian dwarves that are locked off from the rest of the world via drawbridges, you can do so with a few cart tunnels, and simply ship the alcohol, food, ammo and such to the military dwarves. You might also eschew a magma pump for building magma forges on Z5 or something, and can set up segregated quarters where food, ore, and sand is dropped down, and glass and metal goods are shipped back up. I also have a map where one tile is tropical, and the rest is temperate, so I can grow tropical food, but only at a distance from the rest of my fort, which mostly shoves minecarts between each other. 

Multiple segregated housing units are a good safety system that isolate tantrum spirals to only one half of a fortress.

I have decided to reclaim Bastiongate.

I have two saves - a corrupt one, and a year old one where I abandoned the fort to get legends. I am attempting to reclaim the second one and restore it.

Wish me luck.

Since I have been having a lot more trouble with saving in this version, I put seasonal backup saves back on...
Logged
Personally, I like [DF] because after climbing the damned learning cliff, I'm too elitist to consider not liking it.
"And no Frankenstein-esque body part stitching?"
"Not yet"

Improved Farming
Class Warfare

NESgamer190

  • Bay Watcher
  • Crundle hugger
    • View Profile
Re: What's going on in your fort?
« Reply #41751 on: June 08, 2015, 10:36:48 am »

For my fort's going-ons, I am currently at work on making the fort prepared to take on some heavy denizens of the deep, as well as getting the ceramics industry going.
Logged

fractalman

  • Bay Watcher
    • View Profile
Re: What's going on in your fort?
« Reply #41752 on: June 08, 2015, 05:15:41 pm »

Old save got corrupted by hard drive failure.
So, I've started a new one, but along the same lines as the old one: everything is on one layer, and no unnecessary industries are to be indulged in. (no growing my own thread plants, no siree!)

The dwarves have just finished rearranging the fortress to make it look somewhat neat, rather than a random collection of stockpiles and workshops slapped down wherever.
Spoiler (click to show/hide)

 I'm a bit dissapointed with my fort location relative to where all the logging is occuring (which is part of why the bedrooms are a bit wonky), but that's ok- the map has All Three Kinds of Iron Ore plus Flux Stone!

Maybe, just maybe, I'll finally be able to give steel armor to every single dwarf!

Next up: shuffling my dwarves labors up. having everyone on potash making, plant gathering, and clothes making is "probably" not optimal.
Logged
This is a masterwork ledger.  It contains 3719356 pages on the topic of the precise number and location of stones in Spindlybrooks.  In the text, the dwarves are hauling.
"And here is where we get the undead unicorns. Stop looking at me that way, you should have seen the zombie deer running around last week!"

angelious

  • Bay Watcher
    • View Profile
Re: What's going on in your fort?
« Reply #41753 on: June 09, 2015, 07:19:36 am »

my game keeps on crashing before i can save..and my fps drops to 28 nowadays...its a sad day to my fort. and i still cant find hell
Logged

Libash_Thunderhead

  • Bay Watcher
    • View Profile
Re: What's going on in your fort?
« Reply #41754 on: June 09, 2015, 08:11:47 am »

I was wondering where did my fisherdwarf caught those turtles....until I found he pulled them out of the well.
So they had been eating aquifer turtles all the time!
Logged

NJW2000

  • Bay Watcher
  • You know me. What do I know?
    • View Profile
Re: What's going on in your fort?
« Reply #41755 on: June 09, 2015, 08:19:18 am »

Rather upset as my somewhat complex food modding attempt ended in failure, a meaningless reaction.
Logged
One wheel short of a wagon

Libash_Thunderhead

  • Bay Watcher
    • View Profile
Re: What's going on in your fort?
« Reply #41756 on: June 09, 2015, 08:53:20 am »

Clowns.
1 fps.
Dead.

Logged

Libash_Thunderhead

  • Bay Watcher
    • View Profile
Re: What's going on in your fort?
« Reply #41757 on: June 09, 2015, 09:31:24 am »



Unfortunately, the dwarves didn't complete the floor hatch before the miner released the clowns...
After the painful and slow battle, 59 snow haunts and 20 dwarves were dead, including 5 from my elite squad and 2 marksdwarves(aka Kea shooters). Finally the dwarves closed the hole with a log, sealing the demons and the hatch builder.



Shortly after the battle field was cleaned, an engraver was suddenly possessed...and he grabbed 3 candy stones...



Hmm, he made an amulet.
1.2 million
« Last Edit: June 09, 2015, 10:00:53 am by Libash_Thunderhead »
Logged

Pearofclubs

  • Bay Watcher
  • Servant of -it-
    • View Profile
Re: What's going on in your fort?
« Reply #41758 on: June 09, 2015, 10:30:42 am »

Just last night I had a hunter join two war dogs in attacking an unconscious hippo.
Hunter would go up to the hippo, unload his quiver into it, get terrified by the hippo, run around like a moron, calm down, get more bolts, and repeat. This lasted for a few months be for it finally died. In fact, the hippo actually scarred up from the early wounds before the end.
Hunter ended up using up my massive stockpile of bone bolts to kill it, and she's very nearly legendary.
Nothing new, I know, but I found it amusing to picture the cycle of shooting and running around screaming for months.
Logged

Splint

  • Bay Watcher
  • War is a valid form of diplomacy.
    • View Profile
Re: What's going on in your fort?
« Reply #41759 on: June 09, 2015, 11:01:44 am »

Built on the shore of a freshwater lake, nice big wooden palisade two blocks thick all round when it finally gets finished, and a smaller conglomerate keep inside the palisade after that.

Gold, copper, limonite, and magnetite grace the site, and hopefully my changing some ethics will let my invader elves work properly (still dunno how to fix the graphics issue, which phoebus depicts all but vanilla elves as amorphous sludge with a tiny three dot face.)

Built a gold drawbridge and trade depot, digging out a dining hall, and eagerly awaiting migrants to get a militia going with which I may smite elves with.
Pages: 1 ... 2782 2783 [2784] 2785 2786 ... 3842