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Author Topic: What's going on in your fort?  (Read 6099599 times)

cochramd

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Re: What's going on in your fort?
« Reply #43530 on: October 25, 2015, 03:40:14 pm »

I started with Turkeys and Dogs.
I usually start with turkeys too, but slaughter them once they've provided a great deal of eggs and some more interesting livestock has been captured. Dogs always end up breeding on their own, so I never put any effort into them.

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I then captured some Emus, which I'm attempting to breed now [They refuse to lay fertile eggs right now]. Nothing else overworld has appeared.
Have you got 50 or more of them? If so, they'll never breed, so cull any undesirable individuals until there's 49 or less. If that doesn't seem to be the problem, maybe you're not letting the females mingle with the males long enough before locking them in with their nest boxes. And remember, fertile eggs take 3 months or so to hatch.

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I have a female Cave Crocodile who lays basically enough eggs of her own accord to feed my entire fort. I hope to get a male; breed them, and have a large amount of cave crocodiles who can be used as pets/bodyguards. I can just imagine the reactions of the Goblins if they attack my fort and there is a swarm of crocodiles.
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Cave Crocodile male has also been obtained.
It's a damned shame that you can't train crocodiles of any sort. Anyhow, what you want to do is trap and train as many cave crocodiles as you can (below the limit of 50, of course) before letting any of them breed. All crocodiles produce very large clusters of eggs and one batch hatching can put you over the limit, meaning that no eggs laid after it will be fertile, though fertile eggs that have already been laid will still hatch. So what you want to do is to get all your cave crocodiles to lay their fertile eggs at once; this will maximize your population.

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I also have a Giant Toad and hope to capture a second. Elves brought a Giant Leopard too.
Giant Toads have no child state, so just remember that you'll never have a domestic population. Also, don't let the elves get your hopes up.

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She ripped apart the two trolls at once with no effort at all. Killed the second one by grabbing it's legs one after another and shaking it so hard it shattered the bones, before doing the same with the head and ripping it's arteries. This thing is scary... it is even listed as 'being very muscular and gigantic overall'.
I really hope that a creature being described as muscular makes it tougher and stronger in combat, else my Jabberer husbandry program didn't serve much of a purpose.....

Oh! Speaking of husbandry programs, I've decided to start culling the lesser specimens from my adult cave crocodile population. The hatchling population has some bad specimens too, but they will be spared until adulthood. Then they will produce the next, very muscular generation. Since I've achieved expert in giant bats, I've decided to start culling them too. The blind cave bears and draltha are reproducing and will be safe from culling.....for now.

Training levels:
Spoiler (click to show/hide)

Since there's going to be an abundance of high value fat in Crowgravel, I'm starting up a tiny soap industry. There are a number of pairs of lovers in this fort, so I'm also letting my dwarfs throw parties in hopes that they'll decide to tie the knot and start pumping out babies.
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Raikaria

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Re: What's going on in your fort?
« Reply #43531 on: October 25, 2015, 03:46:45 pm »

I now have TWO Giantesses. They are inside my combat chamber, in a third cage which is released separately. I believe something particularly fun might be needed to fight these. Although the second Giantess did have a number done on her by wolves. Also there's the fact that re-arming the excecution chamber with Giantesses is a lot more dangerous than potentially having a Troglodite run free. I can also use my bridge network to divert threats into the chamber with the two caged Giantesses. So maybe I'll weaponize them against an unwelcome guest who cannot be caged.

Also; my vampire got released. And promptly drained three dwarves; including a baby; of all their blood immediately. It's kinda a giveaway when you are horrified seeing each of them die in your bio yet reported none of it... Also the Vampire 'dreams of world domination'.

This time she's sentenced to 200 days in prison, and then 100 hammer strikes.

And yeah I have baby Elks now. Tame Baby Elks. They were just laying infertile because reasons.
« Last Edit: October 25, 2015, 03:55:14 pm by Raikaria »
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SirAero8

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Re: What's going on in your fort?
« Reply #43532 on: October 25, 2015, 04:59:26 pm »

I've gotten pretty lucky with forgotten beasts in my newest fort, only two in 5 years, one made of glass and one made of ash. The first one caused minor damage to a few dwarves before being killed by an axe to its lower body, and the second one killed 3 dwarves and crippled two others. The only thing that made the second one so dangerous was its webs and the giant sponge effect, where it would push dwarves and smash their limbs easily. Besides that, all it took to bring it down was a smack to the "body" with a crossbow.
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Iamblichos

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Re: What's going on in your fort?
« Reply #43533 on: October 25, 2015, 05:20:22 pm »

Just had something happen I haven't had in quite a while... lost a fort to a dead dwarf  :/

I embarked in a Wilderness square surrounded by Terrifying ocean.  There was goblin blood rain which caused rotten guts, and two types of cloud (vile dust and noxious ash).  Got dug in successfully, and it wasn't a reanimating biome so things were going normally.  Once summer arrived, the first migrant wave ran onto the beach and one died to an undead crab... and then raised.  Crap.  Seems the ocean biome WAS reanimating.  The settlers killed the crab, but that left the dead dwarf and his hand.

The dead one got inside before I could seal everything off.  So much for that.  :(
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I'm new to succession forts in general, yes, but do all forts designed by multiple overseers inevitably degenerate into a body-filled labyrinth of chaos and despair like this? Or is this just a Battlefailed thing?

There isn't much middle ground between killed-by-dragon and never-seen-by-dragon.

omega_dwarf

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Re: What's going on in your fort?
« Reply #43534 on: October 25, 2015, 07:22:07 pm »

Became a barony (legitimate promotion by liason) at population 19...did not know that was possible. We're a poor group of naked dwarves huddled mostly underground in an evil biome by the sea, producing vast quantities of booze, food, blocks, and gold minecarts while the starting seven slowly die to various accidents and zombies. Only the first of those items listed is for export, and the only thing we import is weapons-grade metals and ores. We have a high percentage of legendaries and artifact-creators, it's true, but most artifacts are from possessions. For years, we've gotten "the fortress attracted no migrants" every season, with the exception of one sole dwarf. So we're an interesting candidate for barony status. There's certainly a lot of history at this fort...it's "haunted" by a murderous starting-seven miner husk, captured a few years back, who previously decapitated countless immigrants and several important diplomats. Swift death upon visiting the Infinite Tombs is becoming less likely, as the surface is slowly developed and husk-crushing defenses are designed and tested. Nevertheless, it remains a rough, sad, small, and violent place, and I'm pretty sure our baron is "uncovered." At least he's mandating catapult parts, like a reasonable dwarf. Plus I like him, and he's personally helping to carve out the baronial quarters, dining room, reception room, and a long line of tombs for himself and his successors.

Amperzand

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Re: What's going on in your fort?
« Reply #43535 on: October 25, 2015, 07:43:08 pm »

Seems like a nice guy. You should totally consider not !accident!-ing him.
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xub313

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Re: What's going on in your fort?
« Reply #43536 on: October 25, 2015, 08:01:43 pm »

I got a web spewing forgotten beast made of selenite. My military was pretty hodge-podge right then so I expected to lose the fortress. To my surprise the dwarves won with only one casualty. After looking at the logs I realized how lucky they were. Nobody was doing any damage until an untrained wrestler smashed its torso with his bronze battle axe in one stroke.

Later, the fortress became a barony and I imported a lot of iron and steel to outfit my military better. :)
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omega_dwarf

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Re: What's going on in your fort?
« Reply #43537 on: October 26, 2015, 09:35:39 am »

Seems like a nice guy. You should totally consider not !accident!-ing him.

Haha, well, it's been five years and we're well over 1,000,000 urists in wealth, so I think we have quite the capability to maintain his greed for catapult parts (and whatever other mandates there might be.)

Sanctume

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Re: What's going on in your fort?
« Reply #43538 on: October 26, 2015, 09:46:11 am »

I gen a new world, and experimenting with the use of dfhack.

Well I like to have aquifer, and using liquids does not remove the aquifer-ness of a tile.
So I use "reveal" to see where the damp stones are, so I find my spot where I can make a cube of obsidian without the hassle of hitting aquifer.

I "liquids" to create obsidian cube,
then "fastdwarf 1 1" to dig faster to flatten 2z worth of sand.
Then of course, I was not satisfied at this fast pace progress, that I "createitem" 5 iron picks and set everyone to mining.

The digging goes nice, but then digging out obsidian created on sand does not leave an obsidian floor. 
So I "createitem" obsidian blocks, then floored all over.

Might as well smooth everything too, so I set everyone as engraver now. 

Now that I have a cube of obsidian, with smooth walls, I need bridges and lever.
I also dig and smooth a maze-dodge trap for my entrance, that can handle with a future project of flushing with water (or magma) in the bottom of a 2z pit.

I then expanded by cube to have a 2z dry moat with climbable smoothed natural obsidian walls.

Then I spent time adding an air lock Trade Depot. 

I created a 23 wide diameter hall, room for 60 tables and chairs.
At this point, the drab gray of obsidian is looking lame.  So I add purple (Rutile) and yellow (Orthoclase) furniture, and purple (Glumprong) beds.

I have 1 Carpenter create 100 glumprongs beds.  I can use create item on the bed, but the description will not have any maker's name.
So I just created a carpenter workshop, createitem logs, then set the stockpile to give to shop, and repeat make beds. 
But before I place the bed, I did a changeitem and all the beds are not masterful.

I repeat for Orthoclase Doors, and Rutile Coffers.  The 2nd floor, 100x bedrooms are done next.

The 2nd floor is also roofed with natural obsidian walls, has an overhang carved into fortification, and a 2 tile hallway for future patrols.
I even have a shooting gallery of the maze-dodge trap area.

I dig the basement 2 and 3 to house the food and textile industry, including an 5z indoor refuse dump and atom smasher.

I also dug the 5z ammo splitter, archery training.

Basement 4 becomes the forge area, 5 is the magma fuel area and storage.

Basement 6 is the hospital and jail, 6 and 7 being the cistern area.

I find where the aquifer tiles are, dug a power generator, and then a pump to fill the cistern below, add levers for shutoff. 

And the final thing I did so far is to "feature" change to reveal magma so I can make the magma smelters, forge, glass furnace and kiln.

It's not even Autumn yet, and I only had 2 migrants +kids.

Next to do: Add water drain to map edge.

Thinking about it, I should have just tried to start with the max pop dwarf because 7 dwarves, even in fastdwarf 1 1 mode are still too slow.

spazyak

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Re: What's going on in your fort?
« Reply #43539 on: October 26, 2015, 09:47:23 am »

Seems like a nice guy. You should totally consider not !accident!-ing him.

Haha, well, it's been five years and we're well over 1,000,000 urists in wealth, so I think we have quite the capability to maintain his greed for catapult parts (and whatever other mandates there might be.)
I remember the one noble I've ever not considered killing off was also the military leader, had personally saved the fortress multiple times and all he demanded was swords and shields. I was personally ok with it cause I could make him happy and make my military strong, he only ever banned the export of shields and I would always encrust the swords and trade half of them away to humans and some to the tree hum-err I mean elves before I slua- I mean gave the elves a parting gift for our friendship.
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Calidovi

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Re: What's going on in your fort?
« Reply #43540 on: October 26, 2015, 10:59:32 am »

First dragon of the fort came by and purged the wildlife.

However, my lead axedwarf killed it (aided by marksdwarves, sadly. Not dwarven enough), named her axe, and became my fortress's first axelord.
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spazyak

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Re: What's going on in your fort?
« Reply #43541 on: October 26, 2015, 11:09:37 am »

First dragon of the fort came by and purged the wildlife.

However, my lead axedwarf killed it (aided by marksdwarves, sadly. Not dwarven enough), named her axe, and became my fortress's first axelord.
Nice, what's it called?
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Bakaridjan

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Re: What's going on in your fort?
« Reply #43542 on: October 26, 2015, 11:26:11 am »

I was checking on some of my artifacts recently and discovered that my dwarves are using my artifact adamantine barrel as a cheese barrel. Why not, I guess? What else are you going to do with an adamantine barrel?
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Button

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Re: What's going on in your fort?
« Reply #43543 on: October 26, 2015, 11:27:02 am »

I was checking on some of my artifacts recently and discovered that my dwarves are using my artifact adamantine barrel as a cheese barrel. Why not, I guess? What else are you going to do with an adamantine barrel?

Build it into the dyer's workshop so that your dyers get super happy?
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cochramd

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Re: What's going on in your fort?
« Reply #43544 on: October 26, 2015, 01:23:30 pm »

Build it into the dyer's workshop so that your dyers get super happy?
This. If it's not a weapon and you can make it into furniture, then artifacts should be made into furniture.

Anyhow, I've got my first militia captain. Armed with a silver mace and steel shield, masterworks both, it is now her job to kill whatever undesirable creatures that come into my third cavern layer before they hit my trapline. I've been getting nothing but fleshballs, mudmen and bloodmen these past few months; everything else down there is either extinct or very rare. Hopefully, there are still a few cave dragons out there, at least one male....they are the only possible species left in the third layer that of any use to me alive. Sure, if some bugbats came along I'd train them all just to increase my training levels, but they're fairly common so if they were here they'd have shown up already.

Things are generally poor on the animal capturing front; I haven't seen anything on the surface in ages because one bloody white stork, despite having his liver, spleen and left false ribs mangled beyond all recognition, refuses to stop flying and let my hunters end his misery. Worse still, both my other cavern layers are occupied by pond grabbers...in the second layer, I do have a means of placing traps underwater, but only in an out of the way spot that requires bait to be effective; I've been using it with statues to capture cave crocodiles, giant toads and gian olms. Those same creatures are the only animals I have access to that wouldn't drown if used as bait and I somehow doubt they'd attract the pond grabbers.....
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