Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Poll

DFHack can raise the cap on animals. How many ducks can we handle?

50 (Normal)
- 0 (0%)
75
- 0 (0%)
100
- 2 (18.2%)
150
- 0 (0%)
200
- 5 (45.5%)
250
- 0 (0%)
Unlimited Duckage
- 4 (36.4%)

Total Members Voted: 11

Voting closed: May 26, 2019, 07:50:41 pm


Pages: 1 [2] 3 4 ... 13

Author Topic: Duck Fortress: Seaside Absurdity - Overseers Wanted! Quack!  (Read 43090 times)

PsychoAngel

  • Bay Watcher
  • My silliness is our saving grace.
    • View Profile
    • Steam Profile
Re: Duck Fortress: Seaside Absurdity
« Reply #15 on: May 23, 2019, 07:13:57 pm »

Sign me up for a turn, this sounds like a duckastrophe could happen (Or a mercilessly conquering duck army?)
You got it.
Logged
Our forward thinking overseer at the time devised a way in which werebeasts can live in peace with other dwarves by utilizing the mysterious magical properties of soap!

Quote from: PsychoAngel on January 19, 2016
Don't worry. I've got extremely volatile exploding fish.
My friends and I say a lot of fun things to each other.

DwarvenLord

  • Bay Watcher
  • Sorry for being here, my time machine broke.
    • View Profile
Re: Duck Fortress: Seaside Absurdity
« Reply #16 on: May 23, 2019, 07:26:50 pm »

You should mod this to add war ducks.
Logged
And thus was the dwarven meatshield invented.
the child should serve well in the infantry (that is a horrible pun, and I already regret saying it).

PsychoAngel

  • Bay Watcher
  • My silliness is our saving grace.
    • View Profile
    • Steam Profile
Re: Duck Fortress: Seaside Absurdity
« Reply #17 on: May 23, 2019, 07:48:22 pm »

You should mod this to add war ducks.
This is actually pretty simple to do. How does everyone else feel about adding the [TRAINABLE] tag to ducks in the raws?
Poll added to topic.
« Last Edit: May 23, 2019, 07:51:20 pm by PsychoAngel »
Logged
Our forward thinking overseer at the time devised a way in which werebeasts can live in peace with other dwarves by utilizing the mysterious magical properties of soap!

Quote from: PsychoAngel on January 19, 2016
Don't worry. I've got extremely volatile exploding fish.
My friends and I say a lot of fun things to each other.

PsychoAngel

  • Bay Watcher
  • My silliness is our saving grace.
    • View Profile
    • Steam Profile
Re: Duck Fortress: Seaside Absurdity
« Reply #18 on: May 24, 2019, 03:34:40 pm »

Since it looks like we've got most of our crew voting for it, I will be adding [TRAINABLE] to the entry for ducks in the raws.

Journal of Expedition Leader PsychoAngel

It is the first of Limestone. I worry that we may not be ready for the caravan from the mountainhome.
Well, I suppose it's never too late to make gold nest boxes, right? Gonna want to deck out our ducks soon, anyway.

The caravan arrives on the 16th, and I realize I never appointed a broker. Silly me.

I order some nest boxes and extra eggs be brought to the depot for trade. Hopefully we can make some more before the caravan moves on.
At the moment, I can only get one anvil, one bin of cloth, and one bin of leather with my current goods.

Then I begin the meeting with the Liaison. There is too much going on in the world for him to tell me outright apparently. He hands me a stack of papers detailing the goings-on.
I tell the liaison that iron ore and coal-bearing stones are our most wanted items, however he says their stocks only have a surplus of iron. I will not be able to negotiate for Bituminous Coal or Lignite, at least not this year, and this worries me. They do seem to have plenty of coal coke and charcoal, so I request those at highest priority as well. A few other odds and ends are requested, but not at priority.
Their requests of us are things such as battle axes, instruments, and other such things that we have no time to make.

Thus concludes my meeting with the liaison. Farewell, Kol.

On the 22nd, just after the meeting, another wave of migrants arrives at Wavebirds. I will briefly interview them for census then continue my training.

Again, none of them seem to have any inclination to join the militia.

More nest boxes have been completed, so I have Etun negotiate another trade. This time we can afford much more. We trade many nest boxes for more cloth and leather, some picks, another anvil, and various fruits and meats.

Several days pass with everyone working at their best.

On the 9th of Sandstone, our first set of ducklings hatch. Wavebirds celebrates the birth of the great little waddlers.

It has begun.

A few days later, even more hatch. Soon, the nests will be empty, and the fields shall be rife with ducks.

I accidentally got overzealous when reassigning the ducks to their new pasture, leaving some of the nests without an incubating parent.


On the 21st, not long after the ducks hatch, the merchants leave to return to the mountainhome.

Some of the ducks have taken a liking to following some of the workers around. We are trying to get them settled in with the others, but they just don't seem to want to leave the dining hall. This took until the seventh of Timber, much too long. I can't stay mad at them, though.

I order more citizen rooms to be excavated and walls to be fixed where necessary. We will be ready for any amount of new workers for quite some time.

The rest of Timber passes quietly, and winter takes hold of the fortress.

That will do it for today's update. Questions, comments, and requests are always welcome.
« Last Edit: May 24, 2019, 05:00:39 pm by PsychoAngel »
Logged
Our forward thinking overseer at the time devised a way in which werebeasts can live in peace with other dwarves by utilizing the mysterious magical properties of soap!

Quote from: PsychoAngel on January 19, 2016
Don't worry. I've got extremely volatile exploding fish.
My friends and I say a lot of fun things to each other.

Imic

  • Bay Watcher
  • Still sad
    • View Profile
Re: Duck Fortress: Seaside Absurdity
« Reply #19 on: May 24, 2019, 05:20:36 pm »

Fried, scrambled, devilled, boiled, poached, deep-fried, in omlettes, in quiches, in cakes, in casseroles, in bread, in butter, in cheese, in potatoes, in jams, in alcohol, in clothing, in ropes, in door-frames, in door-handles, in door-hinges, in doors, yes, the Humble Duck egg now reveals unto us its great and holy powee as a universal solution to All Ills.
Logged
Imic's no longer allowed to vote.
Quote from: smyttysmyth
Well aren't you cheery
Quote cabinet
Regrets every choice he made and makes, including writing this here.

DwarvenLord

  • Bay Watcher
  • Sorry for being here, my time machine broke.
    • View Profile
Re: Duck Fortress: Seaside Absurdity
« Reply #20 on: May 24, 2019, 07:25:56 pm »

Can i be ducked as one of the original ducks
Logged
And thus was the dwarven meatshield invented.
the child should serve well in the infantry (that is a horrible pun, and I already regret saying it).

Superdorf

  • Bay Watcher
  • Soothly we live in mighty years!
    • View Profile
Re: Duck Fortress: Seaside Absurdity
« Reply #21 on: May 24, 2019, 08:12:11 pm »

Can i be ducked as one of the original ducks
Baahahaha. Brilliant. If y'all figure out how to do this, duck me too.
Logged
Falling angel met the rising ape, and the sound it made was

klonk
tormenting the player is important
Sigtext

PsychoAngel

  • Bay Watcher
  • My silliness is our saving grace.
    • View Profile
    • Steam Profile
Re: Duck Fortress: Seaside Absurdity
« Reply #22 on: May 24, 2019, 08:18:25 pm »

Can i be ducked as one of the original ducks
Baahahaha. Brilliant. If y'all figure out how to do this, duck me too.

DFHack has commands for that. 'rename unit "name"' and 'rename unit-profession "name"'


Hope this works for you. Upon closer inspection, it appears that many of the ducks are getting thin and I'm a bit unsure as to how we fix it considering their numbers.
I should make all the ducks adoptable. Either that or get a trainer to train 'em. Do you guys wanna be hunting ducks or war ducks?
« Last Edit: May 24, 2019, 09:17:13 pm by PsychoAngel »
Logged
Our forward thinking overseer at the time devised a way in which werebeasts can live in peace with other dwarves by utilizing the mysterious magical properties of soap!

Quote from: PsychoAngel on January 19, 2016
Don't worry. I've got extremely volatile exploding fish.
My friends and I say a lot of fun things to each other.

Superdorf

  • Bay Watcher
  • Soothly we live in mighty years!
    • View Profile
Re: Duck Fortress: Seaside Absurdity
« Reply #23 on: May 24, 2019, 08:43:43 pm »

Adorable. Absolutely adorable. I am become Superduck, destroyer of worlds. You have no idea how dementedly happy this makes me.

Make me a war duck, and put me on a rope in the dining hall. I will quack menacingly at any elfin dancer that gets too close.
Logged
Falling angel met the rising ape, and the sound it made was

klonk
tormenting the player is important
Sigtext

PsychoAngel

  • Bay Watcher
  • My silliness is our saving grace.
    • View Profile
    • Steam Profile
Re: Duck Fortress: Seaside Absurdity
« Reply #24 on: May 24, 2019, 08:48:22 pm »

After war training, I may have to redo your title so it labels you as "Superduck", War Waddler  ;D
Hell, I may as well retitle all war ducks to war waddlers.
« Last Edit: May 24, 2019, 09:16:33 pm by PsychoAngel »
Logged
Our forward thinking overseer at the time devised a way in which werebeasts can live in peace with other dwarves by utilizing the mysterious magical properties of soap!

Quote from: PsychoAngel on January 19, 2016
Don't worry. I've got extremely volatile exploding fish.
My friends and I say a lot of fun things to each other.

Superdorf

  • Bay Watcher
  • Soothly we live in mighty years!
    • View Profile
Re: Duck Fortress: Seaside Absurdity
« Reply #25 on: May 24, 2019, 08:51:11 pm »

So killing ducks is right out, but what about exporting them live? Is that alright?
Logged
Falling angel met the rising ape, and the sound it made was

klonk
tormenting the player is important
Sigtext

BlueKanary

  • Bay Watcher
  • *Chirp Chirp*
    • View Profile
Re: Duck Fortress: Seaside Absurdity
« Reply #26 on: May 24, 2019, 09:00:23 pm »

Oh man, if you ever do get a militia-dwarf it would be awesome to take a ducked into the fray with me!  :P

PsychoAngel

  • Bay Watcher
  • My silliness is our saving grace.
    • View Profile
    • Steam Profile
Re: Duck Fortress: Seaside Absurdity
« Reply #27 on: May 24, 2019, 09:03:59 pm »

So killing ducks is right out, but what about exporting them live? Is that alright?
Export of ducks, duck-related items, and other such stuff is indeed supported.
Logged
Our forward thinking overseer at the time devised a way in which werebeasts can live in peace with other dwarves by utilizing the mysterious magical properties of soap!

Quote from: PsychoAngel on January 19, 2016
Don't worry. I've got extremely volatile exploding fish.
My friends and I say a lot of fun things to each other.

DwarvenLord

  • Bay Watcher
  • Sorry for being here, my time machine broke.
    • View Profile
Re: Duck Fortress: Seaside Absurdity
« Reply #28 on: May 24, 2019, 10:11:23 pm »

Nah, I'll live a life of luxury.
Or I'll be the main priest of Duckthena.
You do have a giant atlar to Duckthena, right?
Logged
And thus was the dwarven meatshield invented.
the child should serve well in the infantry (that is a horrible pun, and I already regret saying it).

PsychoAngel

  • Bay Watcher
  • My silliness is our saving grace.
    • View Profile
    • Steam Profile
Re: Duck Fortress: Seaside Absurdity
« Reply #29 on: May 25, 2019, 01:34:55 am »

Haven’t gotten around to making a temple due to the necessary building of infrastructure. There will be a golden duck statue, and it will be in a hall of marble.
Logged
Our forward thinking overseer at the time devised a way in which werebeasts can live in peace with other dwarves by utilizing the mysterious magical properties of soap!

Quote from: PsychoAngel on January 19, 2016
Don't worry. I've got extremely volatile exploding fish.
My friends and I say a lot of fun things to each other.
Pages: 1 [2] 3 4 ... 13