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Author Topic: What's going on in your fort?  (Read 6229146 times)

Splint

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Re: What's going on in your fort?
« Reply #47205 on: April 20, 2016, 12:19:23 am »

If they stay long enough, some may opt to become full-fledged citizenry, giving all the usual command and control associated. Said citizenship petitions are probably the result of too much fungus beer, but hey. Soldiers who can actually wield that one masterwork iron great sword a goblin captain dropped or a caravan happened to have are nice (yes, caravans do sometimes bring masterwork items, just very rarely.)

Though you can squad mercs up and let them use that heavy gear even before they become citizens. It's just that the squad has to be led by a full-fledged citizen for some reason.

Oh I know, I was more pointing out they won't do anything else but serve in the militia. Least not until they gain full citizenship.

As to squad command, I could see it as not trusting non-citizens with positions of authority, but the actual reason is it was just never coded in. DFusion's Friendship script (a DFHack plug-in obviously,) in 31.25 could enable multi-race forts and it was the same then. Was pretty cool too. Got a squirrel demon migrant once.

Random_Dragon

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Re: What's going on in your fort?
« Reply #47206 on: April 20, 2016, 12:31:43 am »

Ah right, true. Is interesting in any case.

And yeah, it might be reflectively of dwarven attitudes towards non-citizens, or it's the logical answer of "Toady is still working on it" o3o
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Saiko Kila

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Re: What's going on in your fort?
« Reply #47207 on: April 20, 2016, 02:27:15 am »

I wanted to add, that although performers are not allowed to be drafted into military, they have military skill and often some kills. I've currently got 22 resident performers, and all of them have Level 3 in a weapon. I've checked some non-residents (regular visitors who didn't petition), and they have Level 3 skill too. They all also have Level 1 in Discipline, Dodger, Armor and Shield User skills. So after gaining citizenship they could be drafted and maybe won't die immediately in a first skirmish.
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Random_Dragon

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Re: What's going on in your fort?
« Reply #47208 on: April 20, 2016, 10:10:17 am »

Or you could use them as meatshields. Only problem is we don't have a way to designate visitor-only taverns...
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Splint

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Re: What's going on in your fort?
« Reply #47209 on: April 20, 2016, 11:28:59 am »

I wanted to add, that although performers are not allowed to be drafted into military, they have military skill and often some kills. I've currently got 22 resident performers, and all of them have Level 3 in a weapon. I've checked some non-residents (regular visitors who didn't petition), and they have Level 3 skill too. They all also have Level 1 in Discipline, Dodger, Armor and Shield User skills. So after gaining citizenship they could be drafted and maybe won't die immediately in a first skirmish.

Indeed.

Tends to be the results of highly martial cultures or an extremely violent worldgen - Civs that value martial prowess and/or have been at war frequently (or at least very recently,) tend to produce citizens who have basic training (basic here usually being between Novice and Skilled,) with a weapon and general combat skills.


Note however, that said basic training is what a great deal of your average invading enemies possess, and tend to get rolled over by true professional soldiers, which pretty much means even with basic training, the chances of surviving a battle are pretty low.

I'm sure we all learned that from our routinely massacred novice-to-competent militias we managed to cobble together when first learning the military.

Roach

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Re: What's going on in your fort?
« Reply #47210 on: April 20, 2016, 11:32:28 am »

Been tinkering with a mod to buff dorfs. Seems like it's going okay...

« Last Edit: April 20, 2016, 12:25:09 pm by Roach »
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ZM5

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Re: What's going on in your fort?
« Reply #47211 on: April 20, 2016, 02:16:09 pm »

I wonder if this dwarf is a stand user or something, that's a damn powerful hit.

I've reclaimed a dwarven fort, Mirrorwet, with an n'raqi civilization to give them a stronghold in this part of the world, and I gotta say, it's funny to me how when the merchants from my civ came, I sold them a ton of small dwarf sized clothing. Wondering what the n'raqi back at the capital are thinking.

"Hey Szzlthf, how did the trading go?"
"Well, Hnnghflfrth, I got this *shows pile of masterwork small cave spider silk clothing*"
"Why are these clothes so tiny? Did the boys over at Mirrorwet scam you into buying dwarf-sized clothing?"
"W-well, atleast they look nice..."
"What does it matter? You can't even put any of this on, for C'thulhu's sake. Dump it all in the garbage pit."
"But I traded several breastplates, shields and weapons for this!"
"...you gotta be kidding."

EDIT: Commissioned an image, since I realized I haven't done that before in this fort.
Spoiler (click to show/hide)
Very obvious reference.
« Last Edit: April 20, 2016, 03:05:23 pm by ZM5 »
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Chevaleresse

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Re: What's going on in your fort?
« Reply #47212 on: April 20, 2016, 04:09:39 pm »

Warcraft III?
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ZM5

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Re: What's going on in your fort?
« Reply #47213 on: April 20, 2016, 04:36:34 pm »

Warcraft III?

Aye.

Well, one of my miners got crushed by falling dolomite when digging out a corpse pit.

Also I think my trapper is going to go insane - he got possessed and was stuck in the tavern while i was trying to figure out what was going on - turns out, the bugger wanted a glass furnace which I hadn't built yet. And I still had to define a sand collection zone and everything else, so he's pretty screwed.

EDIT: False alarm, managed to get his requirements done quickly enough and he crafted this.
Spoiler (click to show/hide)
Mehh, it's neat I guess.

EDIT 2: Ahh, the wonder of life.
Spoiler (click to show/hide)
[vomits in dwarven]

EDIT 3:Dammit, one of my macewomen fell into a magma pit while fighting magma crabs - shame, she was married to an engraver too, always sad to see couples separated. Gonna need to put some traps inside the smelter rooms.

Also I found a time-consuming but very entertaining method of slowly killing off the dwarves and humans remaining at the fortress.
Spoiler (click to show/hide)

EDIT 4:Well, my manager just created this.
Spoiler (click to show/hide)
That's actually fairly cool, guess when I get back to adventure mode I'll claim it for whatever adventurer I happen to be at the time.
« Last Edit: April 20, 2016, 06:56:05 pm by ZM5 »
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SlothPajamas

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Re: What's going on in your fort?
« Reply #47214 on: April 21, 2016, 03:19:27 am »

Why is it always a werezebra that is the first thing to attack my forts, it's happened like three or four times in a row now. I would honestly much rather deal with goblins than these stripey murderbeasts. Iv'e been generating a new world after each fort so i assume i'm just getting really "lucky" with how many of these things iv'e seen in a row.

I really need to actually use my head when it comes to dealing with werebeasts for once.

EDIT: It killed some of my animals, due my lack of preparedness. Thankfully, they transformed back into a dwarf then immediately and foolishly ran into a cage trap. I am keeping this jerk for a trophy, now and forever.
« Last Edit: April 21, 2016, 03:30:11 am by SlothPajamas »
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Kuikka

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Re: What's going on in your fort?
« Reply #47215 on: April 21, 2016, 08:27:44 am »

I try to force my dwarves to engrave something about their deities, but D-E-D (detail, select figure, use this option) doesn't seem to work. I get the usual load of clouds and berries and other unrelated stuff. Is this feature broken or what it should do?

Got a queen, she "discussed"" with her rivals and was appointed as one. Horse heads in beds and concrete-shoes to nay-sayers?

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ZM5

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Re: What's going on in your fort?
« Reply #47216 on: April 21, 2016, 08:44:53 am »

Weird, I don't have problems with it - you have to apply it to each engraved tile individually, though.

Well, shit, a forgotten beast had come - Vucar the one-eyed spider with a poisonous bite. A webber, unfortunately - it managed to kill off my damn eliminator and 5 of my faceless ones.

I should build some traps in the underground - got enough weapon-grade materials for it.

EDIT: A weremonitor came and, since this is a reclaimed fort, came across the people hanging out in the aboveground tavern - he quickly got dogpiled and died.

Unfortunately I noticed that he bit some of the remaining humans and dwarves and I wasn't going to risk an outbreak, so I proceeded to get my squad to kill every human and dwarf in the tavern.

I figured I might as well proceed to remove every other dwarf and human remaining in the fort - so yeah, first time I ethnically cleansed a fort. Went from 120 something dwarves+humans to 0 - I only lost one tarkatan pikeman mercenary to this. All of them are going to the corpse pit in front of the fort.
« Last Edit: April 21, 2016, 10:12:58 am by ZM5 »
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Saiko Kila

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Re: What's going on in your fort?
« Reply #47217 on: April 21, 2016, 10:35:27 am »

Unfortunately I noticed that he bit some of the remaining humans and dwarves and I wasn't going to risk an outbreak, so I proceeded to get my squad to kill every human and dwarf in the tavern.

I figured I might as well proceed to remove every other dwarf and human remaining in the fort - so yeah, first time I ethnically cleansed a fort. Went from 120 something dwarves+humans to 0 - I only lost one tarkatan pikeman mercenary to this. All of them are going to the corpse pit in front of the fort.

Did it help with performance, i.e. frames per second gain?
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ZM5

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Re: What's going on in your fort?
« Reply #47218 on: April 21, 2016, 10:43:32 am »

Somewhat - it wasn't that bad to begin with, tbh. Not sure why.

Patrycius

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Re: What's going on in your fort?
« Reply #47219 on: April 21, 2016, 01:25:52 pm »

Congratulations on rescuing your migrants, and congratulations on getting your first fort into its third year without any deaths or real problems, especially with constructing that cistern from the river. Those can be tricky sometimes.

Thanks :)
The cistern was tricky and it took me lots of time to plan as well as to built it. My Fortress is in the south-east corner of my 3*3 map, the rivers runs in the north-west corner, so the channel was dug across the whole map. From the river level z-1 the water flows down to z-4 and with pressure up again to z-3 through an out channeled floortile that is of course secured with a floorgrate. From there the water filled a channel with a diagonally opening to neutralize the pressure and a floodgate in the free tile to controll the input to the cistern on the other side. But nevertheless I made some mistakes and forgot to smooth the walls and the floor of the cistern, and first I built it only one z-level deep, so there was a dust of mud on the water. So I built a second cistern, pumped the water from the first into the new built one.
However, when I finally pulled the lever to open the floodgate to refill the first cistern, now 2 z-levels deep and finely cleaned and smoothed, only the water that was allready pressured up to z-3 ran into my cistern. No more water was push up, leaving the channel next to the cistern dry. As if the game forgot about the pressure from the other side of the map  :o Allready i read that is can happen and then suddenly when the channel is dug further the water will rise again. Now i'm looking for a careful and safe way to dig down, i want no drowning accidents.

I'm annoyed by those migrants who are hunters. I can't keep them from performing their hunting job even after i disabled the labor. I wonder when the right moment to disable hunting labors is. It seems to me that if I forbid hunting labors too early, while the migrant is still approaching to my Fortress he may drop crossbow and quiver, so another dwarf has to leave the Fortress and haul these things. But if I wait too long, the new arrived hunters has entered my Fortress and in the same moment he turns on the threshold to move out into the woods, and then he wants to perform and accomplish this one hunting job he just begun, even if hunting is disabled. Maybe I'll wait next time until he is near my entrance and when he turns to start hunting I will not only change their labors but I'll tell them to dump crossbow and quiver. Or I forbid the items.

My dwarves appointed a Mayor. To my suprise, it is not my choosen leader, a female dwarf who has been expedition leader, brooker, bookkepper and manager since the Founding of my Fortress. Lucky for him, his mandate was only the prohibition of the export of metal chains. Alltough i'm new to the game i allready understood the mechanics of brigdes and levers...
« Last Edit: April 23, 2016, 09:59:30 am by Patrycius »
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