Wait, wait, wait. Why the hell do you have a raven stockpile?THEY QUESTIONED ME
Hahahaha just everything about this. Next: take over the HFS with creepy crawler husks.Flying critters work best, ones that crawl on the ground are best suited for roaming tunnels and pipes where the demons' propensity for flying doesn't help them one bit.
All you need now is a minecart track set up to dump loads of corpses into hell with a necromancer set to raise them within... eternal siege by the undead horde seems like a grand way to hold off the forces of hell...I do not yet have a factory IN hell, but I do have a factory in my dining hall Fortress for domestic processing of corpses and there is currently a factory which is as close to hell as you can get without being in it, being in the hallway that leads to the spire to hell.
Demons are preferable to ravens.
i lost one of my first intents for a sinister fort due to undead ravens, nice thread, it makes me feel relief of seeing the fuckers having another use apart of destroying colonists
Another proof that undead are frikking overpowered in DF 0.40.
Nerf pls.
I remember that original thread and your other raven "incidents", and now I feel bad for thinking you were insane for having a feud with them.Nothing is worse than ravens!
This is the ultimate utilization on our flying 'friends', it would be interesting if they got names for killing the demons.Some of them already had names from having killed Dwarves and there are definitely some demons and ravens that got names from killing the named critters from both sides of the war. I engrave slabs for all named enemies killed in Silentthunders so soon I'll have a full list of all the beasts that died.
If that is okay with you, of course.Of course!
Another proof that undead are frikking overpowered in DF 0.40.They're .34 undead; it's proof ravens are abominations.
Nerf pls.
Crows, you mean. A group of ravens is an 'unkindness' or 'conspiracy'.This is correct.
;D
Tell us, what is the name of the fortress?Silentthunders, FPS deadest of them all.
Wow your werecivets have to be some of the coolest yet most tragic dwarves I have ever read about. You could at least chuck some booze at the poor saps ever once in a while though.I'd have to work in some way to supply them with their own personal booze. It'd take some time and would complicate things more than 'pull lever, open booze room.' I suppose 'pull lever, drop booze' is possible.
Any news from the hell colonists?
Very very inspiring.Post to watch, they don't have anything to add but want to see the story develop
I'm a bit confused on some parts though. Since I am not a slang master, what does PTW mean? For future reference of course...
At any rate, have the ravens succeeded yet?As far as I can tell all the ravens in hell have been incinerated or lost to the glowing pits. The ones in the Necrofactory are still very much alive (undead?), numbering around 40. The corpse stockpile also has plenty more bodies to process into additional undead. With the arrival of roaming wild demons the clown legion is still the most successful army in hell for now.
Demons probably taste like chicken.Maybe their blood taste like Dwarven Rum.
r
Ω
║
I finally got around to installing her own animated severed arm in her bedroom. Hopefully when she grows up she'll appreciate her pet arm; it's a damn shame Toady hasn't gotten around to allowing medical dwarves to reattach limbs - the arm has not rotted one bit, and is in fact even more muscly than when it left little Asmel's body. It would do her good on her body, minus the fact that the arm may still harbour a hatred for everything that lives.Urist McStrangelove cancels sleep: Interrupted by combat
Fixed that for you.I finally got around to installing her own animated severed arm in her bedroom. Hopefully when she grows up she'll appreciate her pet arm; it's a damn shame Toady hasn't gotten around to allowing medical dwarves to reattach limbs - the arm has not rotted one bit, and is in fact even more muscly than when it left little Asmel's body. It would do her good on her body, minus the fact that the arm may still harbour a hatred for everything that lives.Urist McStrangeglove cancels sleep: Interrupted by combat
Fixed that fix for you.Fixed that for you.I finally got around to installing her own animated severed arm in her bedroom. Hopefully when she grows up she'll appreciate her pet arm; it's a damn shame Toady hasn't gotten around to allowing medical dwarves to reattach limbs - the arm has not rotted one bit, and is in fact even more muscly than when it left little Asmel's body. It would do her good on her body, minus the fact that the arm may still harbour a hatred for everything that lives.Urist McStrangleglove cancels sleep: Interrupted by combat
Still better than ravens, right?Immortal demonic legions of pure carnage or undead ravens.
Keep throwing corpses at them until one gets lucky?
That tactic always seems to work against my dwarves when the undead do it.
Obsidianizing?
Hundreds of lead minecarts at max speed?Probably not obsidianizing just because that shit's expensive to set up. Corpses isn't working since they've got webbers and firebreathers incapacitating/burning the corpses. Minecarts sound good... Perhaps.
there are still some titan-grade corpses in the moose pit that can be utilized (I hesitate to use them as they are prized museum pieces).
You'd need geomancers, not necromancers. Fossils aren't bones, they're basically plaster casts, only with rock instead of plaster.Well, they used to be alive and now they're dead so it would necromancers regardless of what the actual material is.
A paleontologist with some magic skills
You know, I only really kept them there to ensure that the moose pit is always occupied. An actual corpse museum doesn't seem like too bad an idea. All the little Urists will get to see a bit of live (undead?) history up close and personal. And I've already got an underground Colosseum, so war boar/corpse/dwarf fights shouldn't be too hard to arrange for the amusement of the Fort.there are still some titan-grade corpses in the moose pit that can be utilized (I hesitate to use them as they are prized museum pieces).Imagine how much more exciting the dinosaur exhibits would be if we had necromancers.
I have one question that I consider rather important. What exactly are right floating ribs and how exactly does one blister ribs? For the record they're right near the bottom of the list.According to wikipedia, they're the bottom ribs of the ribcage. As for how they blister, dwarven physiology is the answer.
Has anyone ever managed to exhaust the demon horde (using DFhack to clear the deceased list, of course)?1. Demons are innumerable
This amuses me. yes.
That is a min and max.All it means is there is a guaranteed 1 million and 1 demons to hack through before hell can really be called "cleansed".
That is a min and max.All it means is there is a guaranteed 1 million and 1 demons to hack through before hell can really be called "cleansed".
That is a min and max.All it means is there is a guaranteed 1 million and 1 demons to hack through before hell can really be called "cleansed".
10388227 acorn flies
201897 moghoppers
966328 fireflies
8142234 flies
466676 jumping spiders
11435909 mosquitos
[...snip...]
34152 fire imps
34573 fire men
61338 magma crabs
Unnumbered stegosaurid devils
Unnumbered wraiths of shadow
Unnumbered jay monsters
Unnumbered theropod devils
Unnumbered porcupine monsters
[..snip..]
756637 creepy crawlers
562723 cave spiders
352923 purring maggots
It's less dramatic, but couldn't you still wall off all map edges below like you can wall off the caverns? I've never actually explored much down there.That's what I'm doing.
Perhaps the funniest thing of all, at least to me, is the idea that I intended for Silentthunders to be a disposable Fort. I wanted the Fort to dig deep quickly, create masterwork adamantine armour sets and then wait for the goblins and undead to come. From there I fully expected my 100% military recruitment Fort to die a noble death, I even willed it so; with its defences overrun and its last Dwarves ambushing goblin squads in brutal room to room fighting. Then an adventurer would make a pilgrimage to this hallowed Fort, find a full armour set and escape the hordes of undead left behind to explore the world, which I had modded to include cities for Dwarves, Humans, Goblins, Elves and Kobolds (as this was before they had individual cities and Fortresses). It looked to be promising at first, with goblin ambushes testing the Fort's defences... But then the Fort entered a new era. The "temporary" workshops in the grassy core of the Fort became the permanent hub of tradesdwarfship, the isolated bunkers became interloping fields of death-dealing citadels, the forests were cut down in full to fuel the booming forgeworks and were paved over to prevent them growing back and the heroic Dwarves I expected to die became heroic Dwarves who refused to die.
Ted the heartbroken goldslug is amazing. What the hell does Ted translate as?I could give it its own earthen den. There's an old abandoned graveyard that's taking up lots of space and doing not much else.
Found it, human language, Clod Denearth.
This fort is pure, crystallized win. I very much hope you intend to keep this up.Cheers! I do indeed, though kinda busy at the moment.
Wait. So you'reconquering hell but can't take on a siege? Release a demon into the overworld and see how long it takes to get killed. Should damage the siegers.I've so far killed every corpse sent, and of the Necromancers sent:
The issue is that it's a necromancer sneaking somewhere, and by now it's probably Legendary +25 Ambushing, and they never starve or get thirsty or get tired or get sad, and they keep anything from staying dead, so while he could probably deal with the zombies alone, the necromancer's hard to deal with, even for the Legions of !!Fun!!.
Luckily, demons can't be reanimated. But really, just flood the map with lava and it'll kill the necro if he's on the surface. Then you can route out anything left underground by using lots and lots of water to flood them off the map.
sweep the entire map with dwarf or animals?The thing is, I'm not even sure the Necromancer IS in my map. Several times I've swept the overworld with the full military, left piles of corpses scattered around everywhere, littered the hallways with cage traps... Nothing to show for it. There are two possibilities I see: Sazir Razorbelts, the Primordial Necromancer, has either yet to come - or is trapped in some dark corridor or mine underground, unknown and forgotten with no chance of discovery. This is nearly impossible, and Sazir is most likely just waiting in the necromancer tower off in the depths of the spidery forest. Flooding is entertaining, but to open up flooding to everywhere would be hard. On the surface much work would have to be done to protect the wall spikes and roads, below ground the engravings, metal ore veins and Dwarves would be at risk. Burning the house down to kill a single termite that may not actually be there, while Dwarfy, opens up the house ruins to dissection by termites.
I think this is one of those times when using DFHack or similar is acceptable, if only to find the goddamn necro.An eternal unbreakable siege by undead adds flavor to a fort though. Don't think LW gets migrants anymore even if the siege was lifted.
I dunno about more epic, but I've spent far more time in 40.xx than 34.11.Spoiler (click to show/hide)
For what it's worth, I once did a game where I made ridiculously modded super-dwarves and pets in 34.01 to test out whether it was possible to permanently "beat" the HFS. I started the experiment here (http://www.bay12forums.com/smf/index.php?topic=63267.msg1463404#msg1463404). (Rather than zombies, I was using "Moo-Moo Cows Of Armok" that were flying 60-ton creatures made of slade-like materials that spawned at insane rates and were pets to act as bodyguards.)
my dwarves can't shove the corpses off the tiles fast enough to build a wall there before the next wave of clowns topples the wall all over again, spreading their stupid dismembered body parts all over my wall just to annoy me. Stupid clowns, always getting thesmelves dismembered horribly in annoying ways.That's pretty fucking brutal
You're still doing Holy Work, LW.What was it, in 40d where Dwarves could rather easily punch goblins to the moon? As the game gets more realistic, the age of heroism will come to an end. All in all, I welcome such improvements, an epic struggle is no such struggle when every single battle is like it. Really though, I haven't actually noticed much of a change between 34 and 40, both were highly realistic. IIRC the biggest changes to combat moving from .34 to .40 were that momentum was a thing, ranged combat had been nerfed (no more crossbows firing harpoon bolts, no more snowball fights resulting in death), multiple actions could be made per round, and pulping, jumping and climbing exists. I'd like to think hundreds of ravens flensing the flesh from bones of devils would be epic, no matter the game version :P
Make me want to play again it does. But 34.11, where combat felt epic.
Yeah, this is one of those times where if it's a bug it's now a feature. Though then again if 'the Attack of Volcanoes' ended, the much more dangerous goblins would be allowed to siege. It's a tough call really, and even if I wanted to, I doubt there'd be anything I could do to trigger an end to the necro siege.I think this is one of those times when using DFHack or similar is acceptable, if only to find the goddamn necro.An eternal unbreakable siege by undead adds flavor to a fort though. Don't think LW gets migrants anymore even if the siege was lifted.
No, I didn't wall off the exact edge of hell. I walled off 5 tiles from the edge of hell. The demons still roam outside the wall, but can't get in.I do recall from theAussieguy's checkerboard, that when he walled off hell he included pockets within the wall to allow demons to spawn within the wall. This would solve the issue of demons possibly spawning in the 3rd cavern layer, the issue of infinitely respawning demons and demons spawning on the construction site. Fortunately for the 3rd cavern layer, I do not intend to wall off hell, as I want the demons to come so they get caught in a mire of undead bits for all eternity, but this knowledge is still useful.
It's really too bad demons can't reanimate, the army of the dead would be self-sustaining then.Which reminds me. What are you doing with vampires, LW?
On the other hand, adventurers are the only way to pick a fort site, knowing what I know about my worlds from adventurer mode I would never have placed my old forts where I did.
I did have plans to screen migrants for vampires, ranging from false-drowning chambers to simple corpse screening, but no vampire will ever show up here. Which is a shame, as they could have been highly valuable. A vampire can stroll right through a necromancer horde just to stab the necromancer, and they'd make great corpse haulers/clearers.I don't think he has any, since the fort's sealed.It's really too bad demons can't reanimate, the army of the dead would be self-sustaining then.Which reminds me. What are you doing with vampires, LW?
Surely they will be getting a special military squad and/or corpse dungeon staffing?
Also, I just had some major werelizard issues in my newest fort. Didn't do it deliberately, but now I have a squad of five werelizards safely contained and training, including one of my founding seven as the commander. Poor sods. I shall attempt to act by your example and offer them respect.I try to respect all of my Dwarves in this Fort, that's why it's especially unfortunate for the were-dwarves that things were done... As they were done. Try to keep them away from good furniture when the full moon comes; I use the two ones I still have to demolish unwanted schist and slate armour racks. And though they don't need to ever eat or drink, it certainly keeps them happy!
Also, it turned out I had a misdiagnosis problem, only one of the supposedly infected dwarves actually was, and killed three of the others when he changed. The surviving other, one Vutok, managed to kill him without becoming infected himself, and is now my militia commander.The bite has to tear the skin, a bite that only bruises but doesn't break skin will do nothing. It was perhaps, for the best, that the infected one died.
Read it all. You, sir, are now my idol in matters of Dwarf Fortress. Ptw. Incredible.Thank you in kind good sir!
@Loud WhispersSolid 3 whole FPS
What is your FPS for this fortress?
Has anyone mentioned that you've adopted a rather mournful, nostalgic tone? I mean, I half-wanted to slam back a bottle of (dwarven) rum and pine for the good ol' days...
His writing has both improved and gotten sadder. It's a stylistic thing, at least for me.I cannot help but feel the same way I felt when I realized the living world was never going to come back to Silentthunders, and that the only things my Dwarves would see forever was the dead. A defining moment, the instant when a Fortress enters a new era. And then I see the pieces of armour, the hammer called bearchar just lying in the slade... Remnants of legendary Dwarves who I saw spend their lives defending a fledgling outpost that grew to be an Atlantean Metropolis. And then the bodies of these heroes are sealed away in their tombs and a solitary slab lay down in the Memorial Broke detailing who they were and what they died for, I realize just how unbelievable their lives were, and how they must seem like myths to the youngest Dwarven children, born long after Silentthunders ceased to have contact with the outside world. In many respects much of this feels mythical even to me, to just think that all of this has happened here and all the things the little Urists have gone through. And then the weapons and armour of the old are passed down to the young, the Fort keeps on moving on and an unprecedented peace falls upon the land. Less than half of the 173 Dwarves in Silentthunders right now were not born in Silentthunders, and as the oldest die that number will continue to fall, until all that remains of the elders are the walls and works they made, and the dead of the foes they killed.
After much trial and error in Bastiongate, I figured out how to breed egg-layers effectively.
1. Pasture males and females in an area with nest boxes.
2. The females will lay eggs immediately. These eggs are sterile. Dump them or otherwise move them.
3. Wait. The females will lay more eggs later. These eggs are fertile. Leave them be.
4. Hatchlings!
Ain't no party like a troglodyte party because a troglodye party lacks floor space.TROGLODYTE PARTY ABSOLUTELY MANDATORY
RavenHeheheheheheh
Ravens are relatively benign birds that appear in flocks in most biomes.
In combat, they are unable to deal any significant damage to anything with so much as clothes on. (http://dwarffortresswiki.org/index.php/v0.34:Raven)
Actually, he was chained up.PRISON PARTY DEFINITELY MANDATORY
It should be an atrocity to lock up a blameless creature that has the intellect to party.
I know this, as my CMD kept trying to start parties from prison.` ::)
Given the posts about how the fort is moving on, I think it would be appropriate to build a history museum or something.It's in the planning stage. Got a good idea of what I want to make, but I'm still thinking about where it should go.
So, uh, bruising wounds don't count, you say?It's not that bruising wounds don't count, it's that only bite wounds which tear through the skin count. You've got to monitor fight logs as they happen and quickly mark down any Dwarves that have been successfully bloodied by a bite. If the werecreature bites and then uses the action to "shake Urist by the x with its teeth" that is a guaranteed infected Dwarf. Fair chance it'll also be a dead Dwarf, but you never know.
Should I make a similar post about Bastiongate? It's fairly historical, but my save is corrupted. I do have a backup but it's a year old and the fort is abandoned.Why not? I know the coarse details of Bastiongate, but I never really heard you say the full story.
Actually, you can abandon during a siege and it counts as retiring. Bastiongate was hit by the same bug - I broke it with both retiring and unretiring and also by waiting for the new year.Not in this version of DF, sadly.
Uh, I just realized something.That won't work. The adventurer would just be stuck within the Fortress borders. A similar trick involves switching from arena to adventure mode, and then starving that adventurer to death within the Fort through the [esc] menu (amusingly, the Dwarves tend to impale aforementioned adventurer on a spike in legends mode). This abandons the Fort with the Dwarves still alive, effectively retiring the Fort in .34, before retiring was a thing. It's buggy to be sure as the game was not meant to do that, but it's a possible way of doing things. I once did that to test my Fort's defences as an adventurer (several adventurers to be precise, including one necromancer adventurer). My most successful foray involved clogging up the front entrance's traps with other people, assassinating a Captain paying respects in the memorial broke, bypassing the Dining Hall's giant axeblades by going through the armory before accidentally walking into a room full of 20 soldiers. It's a fun aside, trying to lay siege to your own fortifications, but the Fort must build onwards. Perhaps when all construction work is done I'll end the Fort this way.
If you use mode set to swap to arena and take control of an adventurer you should then be able to leave the fort as-is in what counts as a retired but inhabited state, and I don't see why a siege state would change this process.
Say, Loud? I just want you to know that thanks to you, I can now never again embark anywhere without tower access. Add it to sand, savage, and either aquifers or rivers.Is that a good or a bad thing? Hahaha
Also, "Shakes around" apparently doesn't guarantee infection. I've only got one apparent infectee out of four "Shaken around" dwarves. I think it has to be the "Bite" attack that does it.Hmmm... Perhaps some science will have to be done to solve this for sake of optimization and clarification.
Now thats a myth. He's like a dwarven beowulf.
Beodwarf.
Beodorf. Yes. I support this.Kubuk Townfeeds was born in the year 16 of unknown descent. At the age of 1 he settled in Souththeater, at the age of 3 he moved to Shovesvessel and by the age of 12 he became a siege engineer in the town of Lancecrux. What happened to his parents, no one will ever know - these events happened 400 years ago. For just 1 year Kubuk would have spent his time in the Dwarven army laying siege to the walls of goblin and humankind. He would change career path when he was attacked by a monstrous troglodyte Vicira Northheated. Though defeated, the young Kubuk would have escaped with his life. This close encounter with death may have thrilled Kubuk to seek out and hunt the great beasts of the Spidery Forest, perhaps to one day find Vicira and even the score. Kubuk would spend the next 5 years hunting beasts in the spidery forest, killing swathes of undead creatures; twisted mockeries of life. Marrying at the age of 24 to a figure unknown, Kubuk fathered one daughter. 3 years later, hunting again in the forest, Kubuk would be ambushed by the hulking monster Vucar Urndies. The night fiend smashed Kubuk's tongue apart with a vicious claw, bellowing its knobbly trunk in triumph. Enraged, Kubuk charged into the hulking monster. He grabbed at it, and even as the creature tore through his flesh, Kubuk pulled with all his strength. With the last vestiges of his ailing might, Kubuk died, and with the last of his will - an all too sickening pop and tear prefaced the hulking monster Vucar Urndies being ripped in two.
Rather worryingly, amongst the many books on philosophy that Sazir Razorbelts wrote, he appears to be a great military mind too. One of his books is simply titled: The Birth of The Commander.
If you play *properly* (sticks nose in air) than farming should be the only survivable profession: no outdoors, only occassional megaprojects, not close to the workshops and the community and the mandates and the trade depot and the FUN, FUN, FUN.
It's a wonder more dwarves don't value it.
GIVE US THE DEETS MAN, DID YOU FIND THE NECRO?The dead walk again! (Again). It's been two winters since renovations began on the reservoir works, nearing the 3rd. The brook was entrenched with frost in late autumn, with winter dawning on the horizon. Another thing creeping on the horizon was an elf horde. This was slightly problematic.
is that red ALL blood?Yes, also some blood snow
Nothing helps you forget about death like pummeling a horde of skinless zombies until they stop wriggling!Stress relief!
I'm pretty sure covering EVERY single exposed tile on the map in blood is a win condition of DF. You're getting close.
Makes sense. Elven immortality makes for large families, Elven weapons and armour makes for high Elven mortality rates. Lots of Elves, and lots of Elves prone to dying. Put both together and you've got a massive field of elven corpses to pick from. It is both humorous and terrifying to know that an elf civilization without elven morals would very quickly emerge as a military power on a par with goblinkind, capable of waging devastating wars on the other civilizations. It seems elven heroes are only born with goblin names or dwarven weapons.
Makes sense. Elven immortality makes for large families, Elven weapons and armour makes for high Elven mortality rates. Lots of Elves, and lots of Elves prone to dying. Put both together and you've got a massive field of elven corpses to pick from. It is both humorous and terrifying to know that an elf civilization without elven morals would very quickly emerge as a military power on a par with goblinkind, capable of waging devastating wars on the other civilizations. It seems elven heroes are only born with goblin names or dwarven weapons.Read Yonali Smithwings in my sig. She may have lost three times what her opponents did, but she always won.
'Oh heavens no, that isn't all from the blood rain.'
"Oh good, I was worried for a second."
'Yeah, it's still winter so most of that is blood snow.'
...it never even came to mind that I could do something with snow besides shove it in my waterskin and melt it... I CAN KILL PEOPLE WITH SNOWBALLS?!?!?!
Bloodball fight!'Oh heavens no, that isn't all from the blood rain.'Remember, every blood snowflake is as unique as the dwarf dragged down to the HFS and strapped into the bleeding machines to make it.
"Oh good, I was worried for a second."
'Yeah, it's still winter so most of that is blood snow.'
I had an image in my head of dwarven children all bundled up and throwing blood snowballs... then I remembered that snowballs fracture ribs in this game, so I would presume blood snowball fights would have to be children against zombies.
I'm pretty sure covering EVERY single exposed tile on the map in blood is a win condition of DF. You're getting close.It all melts away when the ice thaws, there'd have to be some really impressive time management and corpse dropping to bloody the whole map. Would also have to destroy the brook... It's possible. I'm aiming for another win condition: Raise a dwarf from birth till death from old age, or at least maxage.
You can thank me - indirectly - for what happened to you. A long time ago Toady had a fund-raising drive to add new animal species to the RAWs. I chipped in a few bucks and sponsored the raven because I'm from Baltimore.
...you're welcome?
You can thank me - indirectly - for what happened to you. A long time ago Toady had a fund-raising drive to add new animal species to the RAWs. I chipped in a few bucks and sponsored the raven because I'm from Baltimore.Hey, LW, someone just volunteered to be "thanked" by becoming another member of your eternal zombie hoard to fight demons until killed, reraised, and killed again until the end of your patience with this epic fort!
...you're welcome?
FILL THE SKY WITH STEEL BOLTS OR ELSE WE'LL ALL BE KILLED BY THE FLYING DEATH OH GOD THEY GOT MY EYEBALL ARRRRRThanks Jurph, now I've learned to stop worrying and love the raven. It eats my enemies.
Stone blocks are your friend, use them and your stocks will last far longer :)
Yep, been using blocks from the beginning; constructed walls made out of raw stone makes rough walls instead of regular walls as well. A few thousand also got turned into pots and hatches as well, and another few thousand for statues... Quite a bit.Stone blocks are your friend, use them and your stocks will last far longer :)He just talked about using 50k of just two types of layer stone. I think his tower is 100 z-levels tall, according to the other thread, and it's all marble or limestone. (Fun fact: Marble is limestone that has been partially melted by magma, then cooled into that more interesting swirly striation texture.)
I don't think he could make all that without blocks...
Have you put up images of this fortress anytime recently? I'd really like to get a sense of its layout in its totality, especially since this fortress's story is In Medias Res at the start of this thread, (and the older images thread,) and the early days of this fort can only be inferenced by the story of the original zombie raven swarm.Sure, I could get some images. Stonesense has stopped working for me, but I've managed to get Overseer back up.
Also, just what do you have for limestone and against sand, anyway? (Although I'm one to talk... My current fortress is quartzite and granite all the way down...)
What parts of your fortress lie in what biomes? (For that matter, what's your embark size?) I know only part of your fortress is in an evil biome from what you said before...The Citadel, Hospital, Farms and Memorial Broke are all entirely on the non-evil side, with other buildings straddling both biomes. Everything the blood rain falls on is evil.
The fact that you're still talking about how this will look for an adventurer...I haven't thought about it. I do recall there was an earlier effort to build a world full of custom Forts built entirely for adventurers, but it died out and was forgotten when the new DF version came out. It'd be interesting to see such a thing revived, definitely.
Are there any succession games where you just pass around a save of abandoned/retired fortresses just so adventurers can go through them? (There should be, now that I think of it...)
I am starting with a ton of quartzite in my recent fort, myself, but if I were doing some truly serious megaprojects, I'd probably be forced to use Gabbro. Quartzite is only 10 z levels of half my embark (5 in the other half), and I have marble for only about 10 zs as well. I have about 70s of either diorite or gabbro, depending on which biome I mine. (And my favorite igneous intrusive is granite, which only comes in some 5 zs or so... Gabbro's at least mafic, so it has being iron-rich to go for it, but it's softer than granite. Diorite is just the wishy-washy middle stone.)I'm lucky in that a weird quirk multiplied the amount of blocks I should've been able to make relative to how much digging I did. I started this Fort in the version of DF where the amount of stone yielded was relative to the skill of the miner, so there was a near 100% efficiency to limestone/marble yields. The caveat was that it cost 1 boulder to make 1 block... That is until the update, where miner efficiency was set at a flat rate of 25% but 1 stone boulder would yield 4 blocks. When I updated my game mode, it effectively quadrupled my block reserve.
Also, for what it's worth, due to my particular vertical-centric design philosophy, I'm personally obsessed with hatches, as well as doors. Given a chance, I will hatch every ramp in my fortress. (I'm using ramps instead of stairs now.)I can't believe I missed the opportunity to call it Ravendar (http://www.bay12forums.com/smf/index.php?topic=120509.msg3877438)
(Also, how, exactly, does your DOWDING ravendar actually work?)
Harvest = lycanthropy thing, right? I remembered that you had a couple, though at first I thought it was Bloodborne. :(Force embark on a human town. Breed a force of hunters and lycanthropes. Begin the hunt. Let Yarnham burn.
Which somebody who's good at megaprojects should totally do as a fort theme!
EDIT: Hint hint.
But just out of curiosity, what biomes were they, besides evil or not?
Also, sorry for the late edit, so what are the wall spikes you mentioned before, and what did they do?They're weapon traps placed on the top of the ground-level wall segment, alternating silver and copper menacing spikes. Considering how there are only two points where a non-flier can reach the wall spikes (at the brook entry and exit point), and that they're open to the world to see (so human and elven diplomats would make their civilizations unaffected by them) they're mostly for show as the Fort's tetrahedrite mines have produced a lot of copper and silver. They're meant to be seen, and they're meant to show off wealth in one of the most menacing ways possible: Through the menacing spike.
Spoiler (click to show/hide)
C. DIshmab was metal as fuck, not because she jumped into the SMR rather than rot in the gut of a big furry crocodile, no, because she took the fucker with her after jumping.The captain goes down with the ship
She was saved by the power of the Holy Spirit! PRAISE ARMOK!I had no idea until now that Armok could be a viable medicinal practice
Also, do you have any excess animal population? I can't help but think that having a FB get into a ramp with civilian traffic like that is dangerous play to start with, even if "civilian" is a rather loosely defined term in your fort. I'd prefer to send some valiant watch-poults to stand guard over the entrances to the caverns.I have a tendency to avoid leaving animals to stand guard too close to the quarry. Living creatures are just as likely to lure the forgotten beasts to the surface as they are to die and infest the ramp with their reanimated corpses. Still, the FBs are getting particularly restless. Not long after Nunur the crocodile beast attacked an ashen quadraped ascended the rampway. Oddly enough, it didn't seek the surface, instead moving into the first cavern layer. I think the best course of action is just to avoid maintenance in the quarry for the time being.
Any chance I could get an updated copy of the save? I'm looking for inspiration when it comes to fortress design, some of the stuff you've done here is really intriguing, it would be very appreciated.Certainly, I'll get one up today or tomorrow
If you took the entirety of history at the fort, what would be the leading cause of death?
At Bastiongate it would be being killed by a plains titan in 252.
Under "medical complications" you mean fatal injuries inflicted by demons, right?Any Dwarf that made it to the hospital who stood a good chance of living but died due to thirst/infection or something like that are classed as those having died under medical complications. Most of those Dwarves will have been those that survived undead attacks but did not make it through hospital, as with demons usually you have Dwarves either fully dead or fully fine. Excluding were-civets, I've only known three Dwarves to be maimed by demons and live.
Magma?
Magma?
RIP GWG & Necro910Spoiler (click to show/hide)
Sacrifice goats to lamprey eelsSpoiler (click to show/hide)
Ah. I assumed it had to be something like that, but there was no way to be sure of anything.
Yes, only, sometimes, it doesn't. At least for my hilariously !!shitty!! computers.You should try extinguishing your computer, they tend to work better that way.
1. How old is Silentthunders?The Fort's gone past its 3rd decade of life now!
2. Why is Silentthunders so much more interesting than Bastiongate?Some unusual circumstances, random chance and rules coalesced to make some interesting stories. But looking over Bastiongate the single best piece of advice I can give is this; if you've not got a wealth of posts or notes detailing what has happened in your Fort then some day you'll forget. Another thing to do is neurotically screencap anything of interest to jog your memory later, and if there's enough to write you can then pick the best and leave out the rest. A lot of times a Fortress is interesting, but the interesting bits are missing - that's why I was asking about Bastiongate's history and the like, because there's always stuff there.
3. How much game time did this update cover?I haven't been keeping track, but I'd guess a few years, anywhere between 2-4 years.
So, given the large number of skeletons recently found in the closets of your fortress, could it be possible for Sazir the sneaky necromancer to be trapped somewhere in the fort too ? That would be hilarious if it turned out that you inadvertently immured alive one of the most ancient and most dangerous being in the world while he was trying to destroy you.
I should not have given her the spider.There are many things you post which cause me to wonder "what in the 9 hells is LW smoking, and where can I get some, cause it sounds dank?"
Setting aside the eagle dens, rutherer cages, dining fortress, or piles of corpses you forgot about. Even overlooking the fun of deconstructing things and having bodies fall out.It was 3AM, there was a massive thunderstorm sweeping through the lands outside my windows and the flashes revealed the forms of people fighting amidst the torrential downpour. I was listening to people breathing through gas masks, haunting screams, the patter of rain and British accents from Swindon, which makes more sense in context when it's dark and you're trying to spook yourself. I ordered Sheila's body to be dumped into the chambre and forgot about it until she had broken through the windows and started eating the war boars, who promptly also got back up. It seemed like a good idea at the time, and at the very least Sheila never leaves Monal's side so it kinda worked as intended if you ignore the bit where the guard pigs all died. It was supposed to be that Sheila put herself in a box and then Monal would go back in the box but no one wants to go back in their boxes.
Some sort of rotting and potentially dangerous jack-in-the-box, if you will.
The kind of mind that comes up with necrobacon and using demons to deal with his burgeoning raven corpse stockpiles can be forgiven for odd quirks at times.
Yet I remain at a loss to figure out in what context you would ever conclude that letting a necromancer have a GCS corpse as a pet was a good idea.
well that sounds like !!FUN!!... also what the !!F!! are you smoking L.W.?
I should not have given her the spider.There are many things you post which cause me to wonder "what in the 9 hells is LW smoking, and where can I get some, cause it sounds dank?"
So... What happens if you necro-revive a werebeast corpse, transformed or un-transformed? I ask here because LW is probably the only one capable, or crazy enough to try, despite ethical qualms.Well I actually do have a corpse for just the occasion!
Hmm.. I'm glad that my curiosity has been sated, however I was hoping it would still transform every full moon. I was having wild thoughts of what should happen should you cut its arms or legs off before a full moon and have them all animated at the time. Perhaps LW would be the first to discover un-dead were-creature cloning magic. It seems my dreams of science have fallen short ::)Now I couldn't find the first thread that noticed this (unfortunate, as it had screencaps of the werebeasts steadily multiplying and taking over the overworld), but I did find the next best thing in this thread. (http://www.bay12forums.com/smf/index.php?topic=104111.msg3079430#msg3079430) It was a bug early on when evil biomes were first starting to become really evil. I think Toady fixed it, so that the curse goes away upon death. If I had to guess what will happen, either the were-beast corpse will not reanimate until it reverts to humanoid form or it will, but will transform back into a humanoid form and upon the next full moon not transform back into a were-beast. This is one of those bugs I want to find some way to put back into my games, as a were-creature blender/cloning device is on my to-do list but is currently impossible as far as corpse cloning goes.
"This way we have the were-blender cloning machine.""Just so we're clear, this doesn't have anything to do with blending werebeasts into smoothies?"
'Wait, you mean a cloning machine which was bitten by a were-blender-'
"Well, no, you see-"
'Or a machine for cloning were-blenders-
"Again, that isn't quite-"
'Or-...'
"Stop, enough shtick, please. It's just a machine for cutting werebeasts into chunks so we can reanimate the pieces after they transform into complete forms of the original race when the full moon ends."
'Well you should have said that in the first place.'
Wow, this keeps getting less and less sane. I go away for a week, and look what happens.
What, are you saying that's not something you see every Saturday night?Wow, this keeps getting less and less sane. I go away for a week, and look what happens.
Did I miss the point where it was sane ? AFAIK, the story started with an army of undead ravens invading hell on behalf of Silentthunder.
I don't have the cable. : (What, are you saying that's not something you see every Saturday night?Wow, this keeps getting less and less sane. I go away for a week, and look what happens.
Did I miss the point where it was sane ? AFAIK, the story started with an army of undead ravens invading hell on behalf of Silentthunder.
One does not merely float in the lower boards. One is consumed by it, becomes it, talks like it.
Eventually, the lower boards float in you, and you float in the lower boards.
How old is the fort now?A highlight of my siege stocks:
And how many dwarves, livestock, deceased, visitors, etc if I may ask?
How willing are you to use DFhack? Deathcause is very useful, if not for the actual cause of death, at least for seeing what the creature was.I use DFhack from time to time, I'm not too bothered with finding the answer as I enjoy the mystery more.
You reread my topic, so I reread yours.I don't really have much else more science to do. Cavern critters are impossible to get my hands on so oddly enough in a way it's easier for me to do science on werecreatures! With the capturing of the weresloth showing the promise of the new human traps, I should be able to test how necromancers react to werecreatures definitively, because I seem to remember some stuff but I never wrote it down! Ack. I recall that werecreature corpses transform back into human form, but I'm unsure if this is still true, or if it was ever true.
A few things. One, you said you were going to do some testing with human wereopossums. Do you have any trogs, gorlaks, or the like you could experiment on instead? I feel like that would both be a better experiment and use resources you have in greater quantity.
Two, you said you have beetle demons with webs. So do I. Maybe our underworlds are connected.
Honestly I miss my old caverns when there were jungles of mushrooms and tubers hiding herds of undead and wild critters, battling it out amidst the great hunts held by the Fort's shocktroopers. The plump helmet women for example were originally part of a group of plump helmet people who accidentally blundered into a giant undead horde that had grown even larger after it conquered some forgotten beasts (I remember a giant corpse tarantula titan amongst their number). All of the plump helmet people were massacred except for the two plump helmet women who accidentally got rescued after they were hoisted to safety by dwarven cage traps. Now it's just full of megabeasts setting everything on fire, or just slumbering, waiting for prey to walk by. I don't know, it might just be the rose tinted glasses of nostalgia that I'm looking back on the undead herds with fondness. Back when they were still a threat they threw me into utter panic.
Is it not the inevitable fate of successful fortresses that all threats become mundane?Now that you mention it I'm seeing it! Sure the caverns and rampway are still 100% pure death but I mean, the last elf siege I didn't even suspend any aboveground work or mobilize any soldiers. It has become part of the routine to put a bolt in a dead thing and carry on.
Is it not the inevitable fate of successful fortresses that all threats become mundane?Now that you mention it I'm seeing it! Sure the caverns and rampway are still 100% pure death but I mean, the last elf siege I didn't even suspend any aboveground work or mobilize any soldiers. It has become part of the routine to put a bolt in a dead thing and carry on.
....
When death comes to this Fortress my money is on it coming by disease or fire.
Or the grinding attrition of time. God damn necromancers have the patience of eternity. Sazir can quite literally wait for my Dwarves to age to death to attain victory.
Jeez, you have one-eyed brutes too? So do I! And sleet demons, though they're called sleet haunts here.
You should do a report on the demons you have there.
Whatever its end, I'm sure it will be bloody glorious.
What is the Moose pit, by the way? I've been wondering ever since it was mentioned.
And I also wonder if there's any way to not make sieges trivial. Perhaps going back to Orcs with Steel is the key...
A blast from the pastNecromancer goblin execution pit... Start with a pit, caged necromancer at the bottom. Drop goblins in. Dump a few corpses. Let the goblins fight the corpses, which reanimate constantly until the goblins are overwhelmed.Loud whispers already made that. Called it the moose pit. Look it up.
I just want to sig half of the things you've written here.
PTW
I understand your relationship with ravens Loud,i have similar issues with Unicorns stemming from the Exile Trilogy games
i wonder if there is a taxidermy mod,that and MDFs "decoration" work shops,we could have Raven or unicorn coat racks
We really need a bones to bone blocks reaction.
Mwahahaha!
demon corpse walls in hell!
Pretty awesome update. How many FBs do you have? DO you gen worlds with hundreds or something :D
Pretty awesome update. How many FBs do you have? DO you gen worlds with hundreds or something :DIt's a big world so I'd assume hundreds, plus hundreds more of titans and other megabeasts. I forgot how many megabeasts I started the world with, I hope it wasn't something stupidly large.
I've replaced the reaction raws that make plaster out of gypsum with the ones to make corpse blocks out of corpses, time will tell if things work as intended. There will have to be some finnicky new workshop placements or stockpiles to make sure the Dwarves don't accidentally get rid of useful corpses and only turn demon corpses into wall supports.
Are they working?I used the one ITT and well...
Are corpse walls going up?!
If so, please post the reaction you used~
I used the one ITT and well...They tried to make a corpse block.Spoiler (click to show/hide)Only they ended up making limestone blocks. Considering how they didn't even bring any reagent corpses to the tannery I believe they are just carving limestone blocks and trying to pass those off as corpse bricks in an attempt to trick the manager.Spoiler (click to show/hide)
Why just walls? Pave hell with the bones of the demons that reside within, and show them that the player's ingenuity is far more terrible than any petty demonic invasion force.Watch as we rewrite reality itself so we can pave your home with the corpses of your fallen!
The escaped war eagle has somehow developed into a small society of four war eagles who managed to escape from the butcher's knife. They run around on the farm roof free from Dwarven hands, doing eagle things.Have you read Datan and the Eagle, I believe it was called?
I hope they breed, and produce a kingdom of eagles on your roof. They'll start dying in a couple of years, and it could be like the ravens all over again.
Yeah that reaction is the one I used, it produced limestone blocks for some reason. Still fiddling around with reactions to try and find one to make bone or corpse blocks, either will do.
dude, this is like one of the best threads ever
I've no earthly clue how to even get that many megabeasts.
Then play for 30 dwarven years straight.Some of my marksdwarves have 5+ FB kills - and they only get to kill the ones that show up in the second cavern.
Huh. Cushy posting, eh.Well, they have earned their keep. Many were old and have died of old age since then, but the original marksdwarf corps were hunters that were drafted when a titan, a humanoid of mud with webs, attacked the fortress in its childhood. They saved the fortress from certain destruction, pelting the titan with endless silver bolts from the walls until it crumbled to pieces.
Have you read Datan and the Eagle, I believe it was called?Yes!
I hope they breed, and produce a kingdom of eagles on your roof. Except they'll start dying in a couple of years, and it could be like the ravens all over again.I am worried a bit about that, as I have spotted more eagles popping around and disappearing from ledges with disturbing regularity. A small lockdown has been ordered to curtail eagle movement, they fly through shafts and passageways like noble rats, gremlins and kobolds. I do not look forward to their reincarnation as undead gargoyles clawing at my Dwarves' eyes.
I've been thinking about this. Bastiongate and Silentthunders are somewhat similar, but very different.I thank you for your praise and find it uncannily relevant; it brings bloody tears to my eyes (or perhaps that is a terrible affliction at work).
I think this mostly comes from our perspectives on solving problems. When I come up against an insurmountable problem, I find a way around it. When you face an insurmountable problem, you throw the full force of your will and creativity against that fucker and you solve it.
Faced with an infinite siege, Silentthunders would fight it to the last. Your whole fortress is geared for war. Every building is a fortress. Every citizen is a soldier. Every resource is a weapon. You would throw bolt and blade, demon and undead, magma and traps at the enemy. Every step the enemy took would cost them dearly. It would be an epic tale. But eventually you would fall.
Faced with the same situation, Bastiongate would simply seal its doors. No way the siege is getting in here. Life would continue as normal.
For that matter, it shows in how we deal with sieges now. When you get invaded, your 100-plus-man military charges out and slaughters the enemy. I catch most of the invading force in traps and finish off the stragglers with my 10-man military.
Sad. But don't you have more dwarves being born? If not, you might need to invest in some dwarven marriage cells.Yeah kids are still being born, 62% of all Dwarves were born in this Fort, the rest are all grizzleguts with memories of distant lands. It does take 12 years to turn a child into a soldier and even longer for the soldier to be a veteran though!
Awesome, I've already killed all four titans in my world. One was a flying webber. I thought I was doomed when my marksdwarves turned up quivers empty, but it was dispatched with a single stab to the head. Anticlimactic.
I fucking jinxed it on that siege, didn't I.
You see that nice little map above with the squares? Throw the squares out the window, the enemy is everywhere.
HOLD THAT THOUGHT, THE HUMANS ARE WITHIN RANGE TO RETURN FIRE
GOD BLESS MY FORTIFICATIONS BUT I MAY NEED TO RETHINK MY STRATEGY A TINY BIT
*EDIT
SHOULD I FORCE MORE SIEGES? SOME PART OF MY BRAIN THINKS THAT WILL MAKE THINGS BETTER, THE OTHER PART IS SCREAMING FOR HELP
This is truly epic.
This is truly epic.
You have a necromancer, right?I've got 3; two linked to the corpse stockpile and one who is still in rebellion in the dining hall corpse factory. If the humans overpower the Dwarven military, they will be unleashed and my entire collection of dead corpses will become reanimated corpses, rendering the entire subterranean complex hostile to all life. Plus Necromancers are non-renewable resources, so I don't want to lose them unnecessarily just yet. We're not yet out of options!
That could help a bit, if you don't mind exposing him briefly to arrow-fire, while you're waiting for the potential of the corpse bomb.
But yes, Silentthunders just got insane. Has something like this even been attempted before? Armok's eyes are upon this land. All of the buildings' epicness now stand in proper scale. I just hope they don't breach into your underground.They've taken the palisade, but with the quarry and postern sealed their only entrance is through the courtyard. With exception to some exceptionally brave kobolds and a single necromancer, no enemies have ever made it through alive. From then on round there's several more defensive lines and Fortresses, for as long as there's Dwarves there's somewhere to defend. Absolute, absolute worst case scenario - all forces pull back, abandon the farms and live off of stocks, eagles, bacon and rutherers.
It would be infinitely glorious if DF had some kind of altered mode in which it could handle such large troop numbers at a somewhat reasonable FPS...because this is a realistic siege, in numbers. I'm impressed that DF is handling it at 1 FPS, inefficient as it is...perhaps it's rounding up from 0.1? :PI suspect it's to do with how most of the humans only path to their squad leader and only the squad leaders path to the Fort, and even then not all at once. Though then again I've done arena mode combat with thousands of troops fine whilst a single pathing Titan grounded everything to a shuddering standstill. DF pathing is weird.
(Oh, so you know how Toady is working with multi-tile units? ...gonna make a suggestion (http://www.bay12forums.com/smf/index.php?topic=153009.0) that some squads be handled like that. Would vastly reduce the number of paths being calculated, allowing for larger sieges.)And enemy siege engines!
This is it. This is the end.
I don't want to miss it.
If only 0.40 had a force siege command :'(
The dust cloud reached 10zlvls high showing promise as a potent anti-flier weapon, something I hadn't considered before.
Plus one goblin with a copper sword.The chosen one
Truly, the only thing worse than Silentthunders is what Silentthunders sits upon.It's one half supernatural disaster!
Upon the death of loud whispers, humanity shall erect great statues blessed with mass sacrifices in honor of the great saga that has been created here.The conquerors of Silentthunder would have no time for such victory celebrations, they would soon be holding back the vengeful forces of the Undead and relentless Demons.
Have you ever seen that in fort mode though?Does it count if I did a 4x1 embark between two lairs specifically for that sort of thing?
And thanks for the in-depth replies! (Although I guess you have some time, with the 1fps and all.) To visualize...is that literally the same as pausing and pressing the "." key once every second?Pretty much
NOW I KNOW WHY IT AMUSED ME FINDING A WEREMOOSE!I wonder if the creature transforms into a smaller moose, or transforms into a larger moose relative to its size =- every full moon becoming a gigantic cosmic moose.
(http://i.imgur.com/NakPMHA.png)
At risk of sounding utterly cliched and I corny:
Sakzul Ragsluaghter: "I missed the carnage of the black bronze titan, because I took an arrow to the knee."
If the future can make supercomputers widely available to the lower dredges of humanity, I truly hope toady will hardcode battles such as these into the worlds we create.
I think it was just a regular sized weremoose sadly, didn't breathe fire anymore either, just amused me to bite a dragon and turn them into a weremoose.NOW I KNOW WHY IT AMUSED ME FINDING A WEREMOOSE!I wonder if the creature transforms into a smaller moose, or transforms into a larger moose relative to its size =- every full moon becoming a gigantic cosmic moose.Spoiler (click to show/hide)
In other news I utterly detest mounted soldiers, they are far more resilient than they have any right to be. The Marksdwarves have had a field day harrying the enemy, using the gatehouses, the moose pit and the walls to strike at the riders even from the presumed safety of their camps.Hmmm, you could use my names.lua to properly name the dorfs without nicknaming them... one sec.*The Baron has taken three bronze arrows and is out of the fight, possibly going to die.Spoiler (click to show/hide)
*EDIT
Captain Sakzul Ragslaughter has been sent to the hospital before he passes out from pain due to the arrow sticking out of his leg.
*EDIT
*Bim Allyshields has been shot and killed.
*EDIT
*The Baron has taken three bronze arrows and is out of the fight, possibly going to die.
But really, it's time to appease the grammar gods and fix the title of this thread: Ravens are *unkind (http://).You seem to have linked nothing, what are you trying to refer to?
A group of ravens is called an "unkindness." A group of crows is a murder.I thought a group of ravens is a conspiracy?
But really, it's time to appease the grammar gods and fix the title of this thread: Ravens are *unkind (http://baltimorebirdclub.org/gnlist.html).The title is deliberate; otherwise it'd be an Unkindness of Ravens are murder
It'd actually be pretty neat if demons would go marauding if you gave them a path.Then demons invade your future forts from the surface if you leave an open path to hell when the fortress gets abandoned...
I fail to see an issue with this.It'd actually be pretty neat if demons would go marauding if you gave them a path.Then demons invade your future forts from the surface if you leave an open path to hell when the fortress gets abandoned...
Right?I fail to see an issue with this.It'd actually be pretty neat if demons would go marauding if you gave them a path.Then demons invade your future forts from the surface if you leave an open path to hell when the fortress gets abandoned...
What is THIS? No seriously, what are you talking about?Silentthunders as a whole. Perhaps this entire world gen. Perhaps Dwarf Fortress itself. All I know is, some eldritch abomination is pissed and it would appear to enjoy harming human beings via digital demons and humanity. Oh, and Ravens. Don't forget the Raven.
I've got a challenge for you, Whispers.
When v0.42 is fully stable and DFhack is updated and we have all our favorite toys and whatnot,
Can you make New Silentthunders before I can make New Bastiongate?
Sazir is innocent !The whole mess started after the necro siege, not a titan attack, I'll get to killing the Titan anyways though to see if it works. Once the whole mess above ground has been cleaned up. If it can be cleaned up.
I think it's the Titan who is responsible for the migrants situation. I'm playing in v42.04 here so it could be completely unrelated, but since I trapped a Titan in my own fortress I did not received any migrants even though the fortress is only three years old and far from the pop cap. Sieges, liaisons, merchants, visitors and thieves are still coming but not the migrants.
Kill that thing and it could break the curse of Silentthunders, and it's not like death gonna stop the Titan anyway.
I've got a challenge for you, Whispers.That is a challenge I would lose very quickly xD
When v0.42 is fully stable and DFhack is updated and we have all our favorite toys and whatnot,
Can you make New Silentthunders before I can make New Bastiongate?
Holy Mother of Armok, what is this. How. Why? Have we sinned? Is the blood of Dwarf and Man on OUR hands? What possible sins could we have committed to bring this upon us?There was no one to stop us
Holy Mother of Armok, what is this. How. Why? Have we sinned? Is the blood of Dwarf and Man on OUR hands? What possible sins could we have committed to bring this upon us?
Heck yeah, LW activity!+7!
It was terrifying.Holy Mother of Armok, what is this. How. Why? Have we sinned? Is the blood of Dwarf and Man on OUR hands? What possible sins could we have committed to bring this upon us?
It was inevitable.
Also, in terms of tactics, it would have been much better to have simply ignored the South encampment until it started moving up to the courtyard before throwing the lever to let the zombies free, pinning the humans between the zombies and your own forces... Why not just temporarily raise a drawbridge, though? I'm sure when the bridge is up, the zombies will turn around and look South for food...That could've been brutal, but I believe at the time I had issues with getting the corpses all thrown in the moose pit and the Dwarves throwing the lever at the right time (humans were not taking the bait, probably suspecting an obvious trap).
Loud, my boy, are you still discovering the wonders of humanity?Apologies for the lack of updates, I don't post anything if nothing in particular is happening, otherwise there's no point. To answer the question, it appears the human assault is over, though the discoveries have not yet ended.
I hate to bump this topic without an update from LW, but was Silentthunders a randomly generated name or did you choose it?Randomly generated, I spammed the random name though
Ah, 40.24 zombies. Even the greatest sieges fall. Surprised you try to memorialise them - using a macro of some sort for that, I hope?Nope, though I may avoid memorializing all enemies due to FPS reasons
With the humans broken, how's the FPS?Abominable at 2-3
- Sounds like the brass tower is rather useful.The modern art has turned into an apocalypse magnet
- Hm, what the logic with names? Brief searches for "names" and "werecivet" and "logic" reveals using "Shukar" for large dwarves, but not why "Shukar". W.C. for Were-civet is obvious, but there aren't numbers anymore.There is no consistent logic as the naming system has become senseless and arbitrary
- Kudos on continuing past the point where I'd have considered the fortress hopelessly lost.It all made much more sense as to why this werecreature above all others was so capable of biting everyone to death
- And heh on being attacked by Orochimaru. Well, not really, but snakepersons are unusual.
Hot damn, finally read through the whole thing after my first PTW at what, a year ago now? Truly magnificent. What's the current makeup of your fort's inhabitants? Any new legends of note spring up?
Does the "mercilessly predated upon by werecreatures" include dwarves who didn't survive werecivet experiment, or is that dwarf murder or medical complications?Should do yeah, but there will invariably be some inaccuracies because of the uncertain nature of my record keepings for the deaths. A lot of the early deaths may be wrongly attributed, or have multiple causes - if a Dwarf is knocked into a fire by a werecreature for example, I attribute it to the werecreature
And, heck. You got 61 dwarves in first year - first two migration waves? - with little wealth generation as you had all but 3 dwarves in military at the end of the year.Give or take a dozen, the first 2 years had loads of migrants. Put me under the impression that migration would never end
As for the attrition, losing 18 dwarves in a year is pretty unusual. The typical loss seems just 5, which suggest 220 dwarves for 100-strong undead military (10 dwarves popping out 5 babies a year, with 12 years to grow to full size).Yeah, usually more children have been born to replace the constant dying off of soldiers. The great siege, casualties incurred in cleanup, and the great widowing of so many couples has greatly reduced replacement - with some years where no Dwarves were born at all.
Halve that for 50-big military, or if your military isn't undead but popping out new life. I don't think it was...It's a total fort-wide military with every adult Dwarf serving, which has been a double edged sword. The individual survivability of every Dwarf is high because they're all elite soldiers (or after years of continuous training will be) but it also eats into their social time, so they don't form new families. I'll probably have to order them to socialize in the crystal dome or something
Also, did you track this by updating a spreadsheet every time dwarf died or was born?Pretty much
Well, as far as saving the pandas goes, my recommendation is pair suites; a meeting area is really slo...That sounds like a good plan. I just want to wait out these current times so that newly-weds don't become new widows before matchmaking though, to ensure stable and continual growth after an initial period of decline
Well. Didn't they breed by spores in 34.11? That should improve the popping rate once the marriages are done, I suppose.
That's quite a bit of growth, considering it has already been over half a century since embark. Nicely done - though I can say I like the leftmost tower the most.It also happens to have been over half a decade since embark, which is sort of remarkable when you think about it. Quite the impressive fort from above, is belowground still just as interesting?
Also, F for Sazir.
Awesome views in isoworld. Did you have to visit your own fortress in adventure mode as well?Yes! Flew everywhere. Only had to border the fortress tile for all 16 of the chunks to load in though
That's quite a bit of growth, considering it has already been over half a century since embark. Nicely done - though I can say I like the leftmost tower the most.If Sazir ever visits I'd be happy to give him a stay at a hotel with all of his buddies
Also, F for Sazir.
It also happens to have been over half a decade since embark, which is sort of remarkable when you think about it. Quite the impressive fort from above, is belowground still just as interesting?60 years since embark, with 43 of the first generation still alive :]
I don't suppose there's a way for you to put your hands on some webs, is there? Can you trap a webber demon behind a drawbridge or something? It would be incredible if you could cage trap all those monsters with webbed traps.I've got a few webbers who'd do a decent job at it, but I've no real inclination or cause to go grabbing more titan corpses at the moment.