Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 2897 2898 [2899] 2900 2901 ... 3842

Author Topic: What's going on in your fort?  (Read 6099191 times)

Daris

  • Bay Watcher
    • View Profile
Re: What's going on in your fort?
« Reply #43470 on: October 22, 2015, 10:29:43 pm »

Unless your dump is on a cliff over magma, or into some kind of atom smasher repeater setup, you should be able to find the legs on the stock screen and zoom to them.

Garbage is dumped into magma.
Logged

PyroTechno

  • Bay Watcher
    • View Profile
Re: What's going on in your fort?
« Reply #43471 on: October 22, 2015, 10:38:55 pm »

Unless your dump is on a cliff over magma, or into some kind of atom smasher repeater setup, you should be able to find the legs on the stock screen and zoom to them.

Garbage is dumped into magma.

Well then, if you can't find the legs, that's probably what happened.
Logged

Bakaridjan

  • Bay Watcher
    • View Profile
Re: What's going on in your fort?
« Reply #43472 on: October 23, 2015, 03:10:21 am »

Year 48.  Population 159.  As autumn arrived, so did another goblin siege.  That was easy enough to handle, but as we were doing cleanup and dealing with the dwarven caravan, a forgotten beast strolled into the second cavern layer.

While scoping out the situation, I ran into a pair of matched, severed legs in the kitchen and another roc corpse.  Looks like another of the rocs escaped containment and ran into one of the military, which caused one of those tame roc loyalty fubars.  One of my gem cutters wound up on the wrong end of the roc, although the details are lost along with the combat report.

She can still drag herself around, but she's so slow there's no point.  I've relieved her of all duties aside from woodcutting, which I leave her so that she'll continue to carry her axe.  It has no kills on it, but it nevertheless may have saved her life.  She was my best fish cleaner, but not any more.  I suppose I'll have to cage the rest of the rocs.  I had the female rocs free so that they could provide high-value eggs, but this loyalty problem is just too big I think.

The problem now is that her severed legs are rotting and stinking up the kitchen, and nobody will dump them or move them to a refuse pile.

I'm not exactly sure of what the loyalty issue is with the tame Rocs. I've never had more than one tame Roc before and that one I think got loose in a retire/unretire situation and died fighting a Hydra who was also released.

Anyways, If you want them to lay eggs but not risk them getting loose somewhere in the fort. You can put them on chains with a nest box in the 3x3 square that they can roam. Chained egg layers still use boxes that they can reach. Building them separate 3x3 rooms with doors also helps to keep them isolated. Chaining even hostiles seems to make them pretty docile. You just have to keep your military away from them.
Logged

Daris

  • Bay Watcher
    • View Profile
Re: What's going on in your fort?
« Reply #43473 on: October 23, 2015, 05:02:42 am »

I'm not exactly sure of what the loyalty issue is with the tame Rocs. I've never had more than one tame Roc before and that one I think got loose in a retire/unretire situation and died fighting a Hydra who was also released.

Anyways, If you want them to lay eggs but not risk them getting loose somewhere in the fort. You can put them on chains with a nest box in the 3x3 square that they can roam. Chained egg layers still use boxes that they can reach. Building them separate 3x3 rooms with doors also helps to keep them isolated. Chaining even hostiles seems to make them pretty docile. You just have to keep your military away from them.

The loyalty issue only crops up when they get within sight of an active military unit.  Then a fight starts.  I'm not sure which becomes hostile first, the roc or the military unit, but the result is that they turn on whatever is closest to them.  They remain (Tame) throughout, and cannot be butchered when dead (boo), and there is no loyalty cascade.

Dragons have the same problem, and probably hydras do as well although I haven't tested that.  It doesn't matter if the animal is fortress-born, or tame vs. trained.

My current setup is to have the male rocs in cages, and the female rocs in a room with nest boxes that is isolated behind a zig-zag passage with 5 doors that are closed to pet traffic.  However, twice one has followed a dwarf through the doors to the free world, and as soon as they spy a military dwarf (or vice versa) the carnage starts.
Logged

FortunaDraken

  • Bay Watcher
    • View Profile
Re: What's going on in your fort?
« Reply #43474 on: October 23, 2015, 06:09:56 am »

Yeeeeeees happy day! Early on in this Fort I got a female leopard from the elves who has proven her worth as a hunter many times over. And a male leopard just showed up near one of my cage lines! Managed to herd him right into it. Now to lock the pair of them in a room and wait.

War Leopards will be mine.
Logged
I just had a "lord consort" visit and decide to stay. Preparing for Trojan war reenactment.
Protip: statues cannot be made out of wood unless they're artifacts. If you see what appears to be a wooden statue outside your fort and it's not an artifact, destroy it immediately.

Bakaridjan

  • Bay Watcher
    • View Profile
Re: What's going on in your fort?
« Reply #43475 on: October 23, 2015, 07:37:05 am »

The loyalty issue only crops up when they get within sight of an active military unit.  Then a fight starts.  I'm not sure which becomes hostile first, the roc or the military unit, but the result is that they turn on whatever is closest to them.  They remain (Tame) throughout, and cannot be butchered when dead (boo), and there is no loyalty cascade.

Dragons have the same problem, and probably hydras do as well although I haven't tested that.  It doesn't matter if the animal is fortress-born, or tame vs. trained.

My current setup is to have the male rocs in cages, and the female rocs in a room with nest boxes that is isolated behind a zig-zag passage with 5 doors that are closed to pet traffic.  However, twice one has followed a dwarf through the doors to the free world, and as soon as they spy a military dwarf (or vice versa) the carnage starts.

Ok, I guess I had seen that then, I just didn't know it applied to fortress-born as well. It sounds like chains are the way to go for your situation. It lets them move around and lay eggs and I think even mate, if you stake a male and female close enough, but it prevents them from ever escaping. I still keep one door between them and anything else though. You can even assign and animal training zone within there 3x3 square of movement.
Logged

Kuikka

  • Bay Watcher
    • View Profile
Re: What's going on in your fort?
« Reply #43476 on: October 23, 2015, 09:25:26 am »

A salamander beast immolated four elite soldiers, their top-notch equipment melting with them apparently. That happens. I so hate fire-hurling monsters. The entire cavern burnt.

I waited elves to come and buy my dirty clothes, but for some reason they are unfriendly towards me, maybe even hostile. No wood was traded, and I barely need to touch trees since I got coal from the mines. Oh well, now I wont get mates for my exotic pets.

A quick question - does changing of siege trigger value (pop, trade value etc) from the entity-file affect the current game or will it not work? Just noticed that my pop cap of 40 pretty much prevents sieges.
« Last Edit: October 23, 2015, 09:28:57 am by Kuikka »
Logged

FortunaDraken

  • Bay Watcher
    • View Profile
Re: What's going on in your fort?
« Reply #43477 on: October 23, 2015, 09:37:19 am »

A quick question - does changing of siege trigger value (pop, trade value etc) from the entity-file affect the current game or will it not work? Just noticed that my pop cap of 40 pretty much prevents sieges.
I think it will once you save and quit, then reload. My population cap changed that way once.


I have found magma and the magma sea, so now I am working on where I want to set up a pipe stack. This is somewhat of a hassle because the upper cave (I seem to have 2, very deep and deep, none that are relatively near the surface) is swarming with troglodytes. I'm debating setting up a temporary barracks down there because they keep appearing all over the place and I need my guys to get down there faster.
Logged
I just had a "lord consort" visit and decide to stay. Preparing for Trojan war reenactment.
Protip: statues cannot be made out of wood unless they're artifacts. If you see what appears to be a wooden statue outside your fort and it's not an artifact, destroy it immediately.

Kuikka

  • Bay Watcher
    • View Profile
Re: What's going on in your fort?
« Reply #43478 on: October 23, 2015, 09:43:07 am »

A quick question - does changing of siege trigger value (pop, trade value etc) from the entity-file affect the current game or will it not work? Just noticed that my pop cap of 40 pretty much prevents sieges.
I think it will once you save and quit, then reload. My population cap changed that way once.
.. Ha, after writing that, got elven ambush AND goblin siege at the same time. Whoops.
Logged

Bakaridjan

  • Bay Watcher
    • View Profile
Re: What's going on in your fort?
« Reply #43479 on: October 23, 2015, 11:55:05 am »

So in the kids arena I have a wild Troll from a cave that I've been pitting against various unarmed foes, but somewhere she picked up a elf nail earring and so now combat is going into the dozens of pages as her victim passes out and get's beaten for pages with the earring, which doesn't seem to do much damage. Then the troll passes out from over exertion and the goblin, elf, berserk merchant dwarf, whatever punches her in the head without doing any damage for pages. Then they switch turns again.

Is there any why I can get her to drop her little toy? She's got some tougher adversaries coming up and I don't think the earring is going to cut it.
Logged

NJW2000

  • Bay Watcher
  • You know me. What do I know?
    • View Profile
Re: What's going on in your fort?
« Reply #43480 on: October 23, 2015, 12:04:48 pm »

You could give her another weapon to pick up? She might alternate?
Logged
One wheel short of a wagon

Button

  • Bay Watcher
  • Plants Specialist
    • View Profile
Re: What's going on in your fort?
« Reply #43481 on: October 23, 2015, 12:10:05 pm »

So in the kids arena I have a wild Troll from a cave that I've been pitting against various unarmed foes, but somewhere she picked up a elf nail earring and so now combat is going into the dozens of pages as her victim passes out and get's beaten for pages with the earring, which doesn't seem to do much damage. Then the troll passes out from over exertion and the goblin, elf, berserk merchant dwarf, whatever punches her in the head without doing any damage for pages. Then they switch turns again.

Is there any why I can get her to drop her little toy? She's got some tougher adversaries coming up and I don't think the earring is going to cut it.

If you use dfhack, you can mark it for dumping and activate the autodump.
Logged
I used to work on Modest Mod and Plant Fixes.

Always assume I'm not seriously back

Mike_B20

  • Bay Watcher
    • View Profile
Re: What's going on in your fort?
« Reply #43482 on: October 23, 2015, 12:31:00 pm »

Came up with an interesting idea for an entrance defence scheme, after watching this video:
https://www.youtube.com/watch?v=e7pxKEG1o18

While I was considering the best way to deal with any goblins that jumped from the traps into the pit trenches, it dawned on me that if a channel was dug as a ramp, i.e. gradually getting deeper and deeper each cut, like this in cross-section:

xxxxxxxxxxxxxxxxx
  xxxxxxxxxxxxxxxx
    xxxxxxxxxxxxxxx
      xxxxxxxxxxxxxx
        xxxxxxxxxxxxx

then the dwarves doing the digging, as well as the dwarves collecting the goblinite, would have easy access to the trap.
The trap would also be reiterative, ie. the critters who jumped away from the trap into the trenches would fall further, the further they made it along the line of weapon traps; then any survivors would walk back up the ramp and along the line of traps again.
The trenches are covered by long, thin retractable bridges, for safety.
At the end of this setup I have a wooden door leading into another hallway completely covered by atom-smasher drawbridges, to destroy(hopefully) anything that makes it through the trap. When in the "off" position, the traders have access to the fort through this hallway.
All the bridges are hooked up to one lever, so in the "off" position there's no way for a dwarf to accidentally fall into the pit and the atom-smasher bridges are down, allowing access to the Depot in the fort.
Logged

cochramd

  • Bay Watcher
    • View Profile
Re: What's going on in your fort?
« Reply #43483 on: October 23, 2015, 12:33:30 pm »

I think I might've genned a very weird world XD By the look of it...the deepest layer is 1128. That is quite a bit deeper than I'd expect...flat land too so my fort entrance is on 0. Huh.
If the whole thing is 1128 layers deep, it's not implausible that 193 is where the first cavern begins. Anyhow, in Crowgravel there have been many, MANY less hatchlings than expected. I'll leave everyone in their nests for a while just to be safe, but I fear that something has gone wrong with my jabberer and cave crocodile breeding programs.

Also, my font changed for a mysterious reason.
Logged
Insert_Gnome_Here has claimed a computer terminal!

(Don't hold your breath though. I'm sitting here with a {x Windows Boot Manager x} hoping I do not go bezerk.)

Zuglarkun

  • Bay Watcher
  • [ETHIC:MAKE_MEGA CONSTRUCTION:REQUIRED]
    • View Profile
Re: What's going on in your fort?
« Reply #43484 on: October 23, 2015, 12:57:11 pm »

Caught myself another dragon. Now I have a breeding pair. Operation dragon turrets commencing. Demons are fire proof alright, but are they dragon fire proof?
Pages: 1 ... 2897 2898 [2899] 2900 2901 ... 3842