This is legendary. Abandon all hope you Dwarves that walk beneath here, for hope has abandoned you.
Does the Forgotten Beast have any other titles now?
This is legendary. Abandon all hope you Dwarves that walk beneath here, for hope has abandoned you.
Some will make it out of there alive. Just make their reward lots of booze. Booze is a powerful motivator for survival.
Wait, atifacts can burn but not be destroyed, right?
Then, for the final touch, set the hatch on ‼FIRE‼, would you?
"THE BURNING GATE TO HELL... well, it is more of a hatch, really, but it burns!"
Also, any chance to get a code for that syndrome? I am planning on modding a deadly creature that vaporizes anything it happens to see, and that sounds good.
For organizing the military, put them in squads of two and reduce the "minimum soldiers required on duty" to 1 in their schedule. This ought to have them sparring (and thus training MUCH faster than by demonstration) a lot more. Make the squad leaders have the teacher skill, if they have it.No no no, you'd want to have squads of 3 with it set to train for 2 or 3. Set to 1 would be one Dwarf on their own teaching to their self. Set to 2 or 3 would allow for much larger sparring rates (including on occasion 3 Dwarves sparring altogether simultaneously).
You can always sort them into proper larger squads later
Oh my god... I wish I could have a fortress like that (So action-filled, not dead!). Mine is boring and laggy. Mine biggest achievement was defeating a goblin siege consisting of 12 lashers and one pikegobbo.
No no no, you'd want to have squads of 3 with it set to train for 2 or 3. Set to 1 would be one Dwarf on their own teaching to their self. Set to 2 or 3 would allow for much larger sparring rates (including on occasion 3 Dwarves sparring altogether simultaneously).
It's a moot point though, since multiple training orders can be given. So you can give 4 training orders for 2 in a squad of 9-10 for example, and it'd have the same effect as splitting the squad into smaller squads.
It's a moot point though, since multiple training orders can be given. So you can give 4 training orders for 2 in a squad of 9-10 for example, and it'd have the same effect as splitting the squad into smaller squads.
As a newby, ok a noob, this not only frightens me but now makes me want to surge on and find some fun!
Guess it finally succumed to its injuries?
Good luck reclaiming the dead!
That is awesome! How do you manage to get 45 FPS with all the stuff going on?
That is really, really cool! Any chance you could write a summary of the events in the Forgotten Beast Art thread? I think you might inspire a few people there...
http://www.bay12forums.com/smf/index.php?topic=124312.0 (http://www.bay12forums.com/smf/index.php?topic=124312.0)
That seems to be the right moment for Operation Fuck The World: Dig a direct connection between clown town and the surface. That planet deserves it.
Catch the dragon in a cage trap. Maybe you can keep it cooped up behind some fortifications, then path some demons in front of it and try to kill them with dragon fire. I know they're immune to lava, but dragon fire is a lot hotter.
I'm trying to figure out how creeping eyes vomit despite not having a mouth.
Oh my god... I wish I could have a fortress like that (So action-filled, not dead!). Mine is boring and laggy. Mine biggest achievement was defeating a goblin siege consisting of 12 lashers and one pikegobbo.
Sounds like my fort for the past 21 years, minus the goblins - back then I didn't even know how to check neighbouring civs. FBs and kobold thieves posed the only danger. Speaking of lag - I have about 10 FPS now, up from 6 before the beast attacked. I was even planning to open Hell on purpose to give the fortress a more fitting end than framerate death. And that's when the game decided to give me an extra helping of ‼FUN‼.Whoops, sorry for not respoding for such a long time, I ragequitted life because of DF crash and lost saves :P
Aren't lashers ridiculously overpowered or am I confusing them with something?
I'm trying to figure out how creeping eyes vomit despite not having a mouth.
Do you mind if I put that in my signature? I find that to be way too funny to pass up on.
Your first fortress?!?! My first fortress everyone got killed by an ambush.... :/
You seriously need to do a Story fort!
:o
Migrants, why aren't you coming? You can take potshots at demons here! Crossbow and ammo for free!There always reaches a point where the Overseer needs it pointed out to them just how insane they seem.
There always reaches a point where the Overseer needs it pointed out to them just how insane they seem.
Wow, your fortress is indeed having a party with that uninvited guest and its clown entourage. Well done.
I'm beginning to wonder if opening Hell doesn't somehow stop immigration. If someone could confirm or debunk this I'd be grateful.I can confirm that it doesn't, but the high amount of casualties and the death of merchants will scare them off
I can confirm that it doesn't, but the high amount of casualties and the death of merchants will scare them off
I have a pillbox set up away from my fort thats full to the brim with clowns. I use them as a sort of guard tower against elves, goblins and also as target practice for siege weapons. I've had several migrant waves since then, in fact the last batch of migrants passed perilously close to the bunker when making their way to my proper fort, was half expecting them to all get fireballed in the face.
The new engravings in the burial chambers are underwhelming: foundation of the fort, a cheetah, a leopard, some boring masterwork items, dwarves crying over no longer being militia commanders. Come on, I want some dwarves in foetal positions and laughing demons, or vice versa!Bit old quote... well, you need engraver that has "admires tradition" or something like that in his description to get those engravings.
The new engravings in the burial chambers are underwhelming: foundation of the fort, a cheetah, a leopard, some boring masterwork items, dwarves crying over no longer being militia commanders. Come on, I want some dwarves in foetal positions and laughing demons, or vice versa!Bit old quote... well, you need engraver that has "admires tradition" or something like that in his description to get those engravings.
That's right, can't you save the corpses for your necromancer hero?
That's right, can't you save the corpses for your necromancer hero?
AFAIK, HFS cannot be animated.
Only that I don't even get the "The fortress attracted no migrants this season" message. And the last caravan left a few months ago filled to the brim with goods.
We demand a save.
Why a save? It's much more fun to do it with your own fortress.
You can probably just burn the corpses. I don't THINK they'll still be lava immune after death. You can always atom smash, though. A symbol of the triumph of Dwarven technology over the Demons.
I kinda wanna see what happens if a necromancer were to come at you.
Can clowns be thralled/husked? Thralls/husks are not actually undead... needs testing. I actually haven't seen a husking cloud in a LONG time though. The last ones I saw ended in a herd of Ostrich husks pecking my seven dwarves to death in less than two minutes.
I have heard it said that once you have too many dead (5000 or so?), you stop attracting migrants unless you clear out the roster with DFHack. Though I guess since you're on an island that's unlikely. I only hit the limit when I'm in range of a Tower.
We demand a save.
We demand a save.
Seconded for !SCIENCE!
SAVESAVESAVE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Chaos, disorder and Dwarf Fortress.
If the slush demons are not moving and in the magma pool, a single bucket of water dropped through a grate from above the tile they are in will form obsidian and kill everything under it all the way to the SMR.
Seems like you have managed to run into quite a lot of fun.
I am a bit surprised you had 400 dwarves though.
Two quick questions: How powerful is an artifact bone pick and is there a way to put out burning artifacts? I'm not exactly thrilled about having smoke from a backpack annoy all my smiths. Minecarts, perhaps?Bone picks are weapons of boasting. Otherwise they're not that much more effective than a copper pick I'm afraid.
My hope is that Sostet will slam itself into something one time too much, finally crippling its heart or lungs.Trow him some useless animals to give him a reason to use his dust, he will die soon.
Have you considered lever-operated menacing spikes to kill the FB? Build the corridor of death, lure it with dogs or cats - when pathing into the kill-zone raise bridges to trap the beast - then pull lever in repeat mode. Voila, you now have swiss-FB-cheese without dwarven casualties
Trow him some useless animals to give him a reason to use his dust, he will die soon.
That's a lot of blood for one dwarf... :D
That was a lot of blood.
"Hell is empty, and all the devils are here!" - Ferdinand, The Tempest
Give me some time and I'll put dwarves there. Considering the sheer amount of stuff still scattered around that has yet to be hauled into the proper place, it may take a while.I like how you think. There's method to the magma, as they say.
I hope you've gotten your answer on guided minecarts by now. If not, guided minecarts use a dorf to drive them, and are not (normally) subject to collisions, either to other minecarts, objects or dorfs and pets.
1. Amazing thread so far. Masterpieces like this are rare.
2. Posting to watch.
3. Your first fortress?! Holy shit... Hetairos, you are a DF badass already, just saying.
Wow.
Thanks for making me discover an awesome song, an awesome story, and rediscover an awesome game that i though i extracted everything.
You gave me the courage to continue my current fortress despite the routine.
I'm building an army, then i'm launching a full-scale invasion on Hell.
Stasno sounds like a good candidate for the Forgotten Beast Art Contest.
Wow. I must say, this whole thread has been pretty amazing. Now, for grapeshotting with minecarts. Is it possible to launch something sharp, such as axe blades, and have them do slashing damage? I believe I read that somewhere before.
Certainly worked with serrated disks.
Stasno sounds like a good candidate for the Forgotten Beast Art Contest.
(Yes, I do go around reading random threads and telling people to send the FBs mentioned in them off to be drawn. The thread's here (http://www.bay12forums.com/smf/index.php?topic=124312.0), by the way.)
kicked through the fortifications
I told you about the stairs
And all this epicness started just because of game generated little more dangerous FB than normally. Hell, I love this game.Quotekicked through the fortifications
... so you can throw creatures through fortifications? We have to weaponize this.QuoteI told you about the stairs
I see what you did there...
I feel like the name of this thread should be changed to whatever the name of this fortress is, because it isn't so much about random FB's anymore, It's more about crazy stories and adventures in this fort, I'm loving it! Oh and: Greetings from Iceland!
I really want a Stasno picture.
Watching for awesome.
You did this with your first fort? I've lost count of all my forts, and still haven't managed to muster a real military (mostly because I only just figured out how to run a proper smithing method). After this fort reading, I'm planning to delve deeper with my 8 legendary weapon masters. Goblins got boring when Dumed defeated a vile force of darkness by launching a snatcher into the leader with his hammer.
Also, have you considered moving this to the DF Community Games & Stories board?
If you are weaponizing mine-carts I suggest this DF thread from the paradox OT forums. http://forum.paradoxplaza.com/forum/showthread.php?390202-Dwarf-Fortress-Main-Thread/page223
Blue Emu did some real work on a mine-cart death machine. See the downside to loading things into a minecart is that it takes time, and you thus have to reload, whereas if you use a fluid like water (can't use magma cuz it is too dense) the mine-cart is loaded instantly. By using impulse ramps to accelerate the mine cart to its terminal velocity, and thus also the water inside of it, he was able to create a weapon that obliterates pretty much anything you put in front of it. It has a range of more than 60 tiles or so, IIRC. It also reloads incredibly quickly, and with the 5 or so barrels his version had it was capable of sustaining a virtually constant flow of water out of the barrel.
It is quite complicated, and takes a lot of resources and an infinite supply of water, but if you have enough water on hand I would strongly suggest you use it.
And the single most important thing in this update is me finally figuring out how to properly stockpile worn out clothing thanks to a thread here. It's now all going to a special stockpile set to be a refuse pile with no types of actual refuse allowed. It's vanishing at a positively surprising rate. Selling it all to caravans was quite tedious. I used to give out hundreds of thousands ☼ of used garments. Now I have a chance of getting rid of all the totems and crafts that have accumulated over the course of the past few decades.Hmm, somehow i can't make this to work. refuse pile, i tried all disabled, enabled clothing type, enabled goods/armor with or without quality types - still no-no. why? :-[ :-\
I believe that kicking through fortifications was discovered before by Loud Whispers in Silentthunders. Though in that case it was a creature flying over them after being shot with a crossbow bolt. It works the same way, I think.Landborne crundle that got shot through a pillar of fortifications with many bolts. Probably wasn't the first case of it, but it still was funny as hell.
Do you still have some refuse enabled?tried both
Also note that if you allow bins to be used on your refuse pile, damaged clothing will be stored in it, allowing for more efficient use of your pile.not! working. wtf?
How many Dwarves are still alive there? It seems that in every update Dwarves have been casually bursting into flames. Can't be good for the health I imagine.
QuoteAnd the single most important thing in this update is me finally figuring out how to properly stockpile worn out clothing thanks to a thread here. It's now all going to a special stockpile set to be a refuse pile with no types of actual refuse allowed. It's vanishing at a positively surprising rate. Selling it all to caravans was quite tedious. I used to give out hundreds of thousands ☼ of used garments. Now I have a chance of getting rid of all the totems and crafts that have accumulated over the course of the past few decades.Hmm, somehow i can't make this to work. refuse pile, i tried all disabled, enabled clothing type, enabled goods/armor with or without quality types - still no-no. why? :-[ :-\
• enable armor, footwear, headwear, handwear and legwear under Finished Goods. Disable metal or dwarves may try hauling pieces of armour there.hmmm...
• enable all non-armour clothing items under Armor. I'm not sure how does the Usable/Unusable setting work - leave both options on.
• enable Refuse, but forbid all kinds of it.
I renew my request for an explanation of how to change a thread's name and move it. Help a forum noob!Edit the original post's title to change the thread title of the entire thread, bottom left of the thread's page there is the option to move the topic.
Quote• enable armor, footwear, headwear, handwear and legwear under Finished Goods. Disable metal or dwarves may try hauling pieces of armour there.hmmm...
• enable all non-armour clothing items under Armor. I'm not sure how does the Usable/Unusable setting work - leave both options on.
• enable Refuse, but forbid all kinds of it.
at first, that didnt work
then i enabled all under armor, but disabled "metal" category. seems to work...
fake-edit: not really, there is still occasional not rotten clothing
maybe, it is required to have another pile to somehow take good items first?
edit2: enabling armor, footwear, etc under refuse does nothing, adding same under goods and armor still brings wrong items
I renew my request for an explanation of how to change a thread's name and move it. Help a forum noob!Edit the original post's title to change the thread title of the entire thread, bottom left of the thread's page there is the option to move the topic.
This is pretty interesting. I can't believe it's your first fort.
Nominated! (and vote added) Hetarios's Wirejade: An Uninvited Gust [SPOILERS] will be eligible to receive votes in August.
Spoiler (click to show/hide)
How about an automated swimming pool? To avoid falling-related injuries, bring the water to your dwarves! Hint: equipment and live dwarves can be pushed through anything that lets water flow through it horizontally, but probably not through floor grates and certainly not through pumps.
I always found glass FBs to be of a particularly vicious appearance. Extremely fragile... Extremely sharp.
Spoiler (click to show/hide)
I like how there's just some random piles of dwarven wheat flour and dwarven sugar in all that mess.
So much in this thread is sigworthy that I can't even decide what to sig...Sig it all Urist. Sig it all.
Then give her a platinum slab.
The dwarven caravan of year 161 did not appear for no apparent reason. Since then, I've received two "The fortress attracted no migrants this season" messages. Something is wrong. Have I driven the home civ extinct?
The dwarven caravan of year 161 did not appear for no apparent reason. Since then, I've received two "The fortress attracted no migrants this season" messages. Something is wrong. Have I driven the home civ extinct?
I -think- that happens when enough of your people die, so no one wants to go there anymore, since going to Wirejade = Death.
Honestly I didn't know that that happened anymore.
Spoiler 2 looks tasty. :D
Swimming raises attributes, making dwarves faster and more durable, that's why I suggested it.
Swimming raises attributes, making dwarves faster and more durable, that's why I suggested it.
I see. Is it better than having dwarves operate pumps without actually pumping anything? I've started searching for an optimal location, anyway.
Swimming raises attributes, making dwarves faster and more durable, that's why I suggested it.
I see. Is it better than having dwarves operate pumps without actually pumping anything? I've started searching for an optimal location, anyway.
Uh huh. Loyalty cascade time?
I see you are prepared. And lucky to have a Tigerman, I haven't seen one of those in ages!
And THAT is why you leave war animals randomly running around your fort.
What and how did Rakust fight? Considered stealing the name of one of the FBs as her job title?
Heh, yay, more updates!
I've got to say (yet again) I am -incredibly- jealous of the fact that this was your first fort. x_x
You are a god among Dwarves, sir, and I look forwards to your updates.
*takes off hat*
Rest in peace, Asmel Lolokenos. May Armok favor you in the next life.
(Also, did you figure out why no more Migrants / Caravans were coming anymore?)
(Aaand what stage is your fortress at? Baron, Duke, Earl or King?)
As for the bug, there were some curcumstances which caused similar problems. One was related to the overburdened dead counter, which was successfully cleared with DFHack, but I have a feeling that you have already encountered such problem. Another fortress got the not-so-ghostly dwarf, who ceased all future births altogether. Maybe it was true for migrants as well, but the fort civilisation already died by that time.
http://www.bay12forums.com/smf/index.php?topic=93279
The whole game was centered around children problem. Bug, as later deduced, was somehow related to an abducted child, who remained at map as a "ghostly" data, with nothing actually at his final place, being that of abduction.
But your children situation is different, as well as version (not that it really matters). Perhaps, something happened with mountainhomes. Like, you could have severly depleted your own civilisation resourses by recent migration waves. Not sure about this, as caravans would spam regardless as long as civ itself is alive. Or maybe you encountered something similar in nature, yet highly improbable...
You should try and slab missing ghosts with DFHack, but it may not work.
Could you put a score table at the first post? Like that -
FB's : 32
Clowns : 54
Dwarves : 503
Others : Uncountable!
Must have been a big crossbow.
How is the fort?
Impressive how you`ve kept this alive for so long.
From the dwarves point of view, it would almost seem like they are cursed by the gods.
There's also the extremely rare case where part of a caravan gets stuck in limbo - i had one case of a wagon getting blocked, possibly by a sprouted tree, just off the map proper, and another case where a horse pulling a stuck wagon ended up in solid rock when the wagon broke. In both cases, the unit stayed loaded but untouchable and the related caravan was treated as never having left the site.
The dwarves somehow engraved empty space while working on the drainage shafts. It's a shame it's not an image of a nothing or two, but I guess a bear being killed will have to suffice.
PS How long has it been since you started this fort?
The dwarves somehow engraved empty space while working on the drainage shafts. It's a shame it's not an image of a nothing or two, but I guess a bear being killed will have to suffice.
That sounds so... Wirejady.
Also, what anniversary goes without multiple sacrifices? Bears and Forgotten Beasts should suffice for now, but something more dangerous and sentient must be absolutely thrown into a bloody mix!
Never heard of it, what does it do?
Also thanks :)
Oh, sacrifices are a different thing. There is a pitchblende drawbridge in a remote area of the fort, and several z-levels below, on an obsidian platform - a weapon trap filled with large serrated steel discs and a few impractical artifact weapons. It's situated right above the place where Radavi's skeleton lies. The water there is full of severed body parts of the sacrificial animals. I tossed a few dozen llamas in here since I don't need them now that I have elk birds and rutherers.
Never heard of it, what does it do?
Also thanks :)
It reads your gamelog.txt and allows you to filter out announcements you don't like, creating a new, shorter file detailing the history of your fort from embark to the save, assuming you haven't deleted gamelog.txt at some point. For example, you can filter out everything except combat logs, births/immigration, deaths, invaders, and artifacts, basically making a much shorter summary of everything that's happened in your fort. That way you can pick through the history (or upload, and have other people pick through the history) of the fort without interesting happenings being impossible to find due to sheer volume.
You can find it here (http://www.bay12forums.com/smf/index.php?topic=128570.0) if this sounds interesting to you. Although don't feel obligated to.
I like your brand of crazy, it's a practical kind of crazy.
Alath Tipmerchants, mother of 23.Owner of 19 cats, friends with 107 dwarves.
The finals are over and I can go back to the fort.
wat
Dwarves storing magma instead of clothes in their coffers... Yes. That is Wirejade. Any news about hell colonization?
So, while demons and dwarves steadily die, Hell remains unconquered as for now? How is dwarven population? Nothing to worry about yet?
You're doing an excellent job maintaining all this madness, but we won't mind a bit more regular updates.
Well, there was a birth. First one in eight years. It was a girl, born to Momuz the mechanic and Zasit the miner. Agile and strong. Likes steel, gauntlets and voracious cave crawlers for their scary mouths. She's got a bright future ahead of herself, unless demons punch her head in or she deconstructs the wrong wall.Wirejade lives! All hail to Hetairos!
Next you should line the entire map edge with cage traps. Bonus points if you do the caverns too.
I suspect that FPS is awful.
Well, there was a birth. First one in eight years. It was a girl, born to Momuz the mechanic and Zasit the miner. Agile and strong. Likes steel, gauntlets and voracious cave crawlers for their scary mouths. She's got a bright future ahead of herself, unless demons punch her head in or she deconstructs the wrong wall.Wirejade lives! All hail to Hetairos!
DFHack bugfixes? But they don't provide any massive boost, and the new version doesn't need them. I lock out larger areas not currently in use. I fiddled a bit with the traffic designations, no idea if it actually helped with anything. I try to keep the item count from increasing, too. That's pretty much all I remember. The framerate definitely improves when the idler count gets larger.
DFHack bugfixes? But they don't provide any massive boost, and the new version doesn't need them. I lock out larger areas not currently in use. I fiddled a bit with the traffic designations, no idea if it actually helped with anything. I try to keep the item count from increasing, too. That's pretty much all I remember. The framerate definitely improves when the idler count gets larger.
Ironically enough you can increase your FPS by making your fort more open. It takes fewer pathing calcs to move a dwarf through a wide, open vista than through your typical corridor design with adjacent rooms.
I've got three weavers, one dyer, and two clothiers (one died), all legendary. They make lots of pig tail and smoke weed fiber clothing, which my bone carvers decorate because I have nothing better to do with all this bone.
Every so often I autodump destroy all my excess dye and grind new stuff. It works pretty well.
They (...) smoke weed fiber clothing
So I'm planning on walling off hell in Bastiongate, Wirejade style. How did you do it? Crossbows everywhere? Live demon trap so no more wander in? Sheer dwarfpower?
Now what I'm wondering is how on earth you keep your dwarf pop relatively stable. If child births are a once a decade occurrence, do migrants make the dangerous journey to wirejade still?
Live demon traps are as far as I know the most common way to do it, but setting things up so that you can ballista-spam certain areas if necessary also works.
It seems that in every update Dwarves have been casually bursting into flames. Can't be good for the health I imagine.And remembered that they did all die. And the unlucky ones lived.
You know, I had to reread this thread to find out how you managed to build all of this in Hell without so many Dwarves dying. Then I read this:It seems that in every update Dwarves have been casually bursting into flames. Can't be good for the health I imagine.And remembered that they did all die. And the unlucky ones lived.Spoiler: Evolution of Hetairos's psyche (click to show/hide)
The live demon trap worked perfectly, the Hell Bastion has been complete for like two weeks but I forgot to post here. Did I beat you or not?
sorry for the necro...are you even playing?I'd assume Hetairos is and is just waiting for sufficient stuff to report about
I always hate it when I see a champion Dwarf, emerging undefeated - only to see them ignite. I once even managed to unleash a flood from an inactive quarry farm to save a champion marksdwarf who had been set on fire... Water puts out fires, but does not undo wounds. One thing I find funny is that these fire beasts can set your cage traps on fire but once caught cannot, even if they are trapped within wooden cages. Dwarven engineering is serious stuff.It's not the cage itself that keeps the target restrained, but the very idea of captivity. It's very psychological.
And I'm not hopeful for the war dogs, but they should at least bruise one demon.
Breeding elk birds is difficult, because they're both egg-layers and grazers, and can't eat while in the nest.
For organizing the military, put them in squads of two and reduce the "minimum soldiers required on duty" to 1 in their schedule. This ought to have them sparring (and thus training MUCH faster than by demonstration) a lot more. Make the squad leaders have the teacher skill, if they have it.No no no, you'd want to have squads of 3 with it set to train for 2 or 3. Set to 1 would be one Dwarf on their own teaching to their self. Set to 2 or 3 would allow for much larger sparring rates (including on occasion 3 Dwarves sparring altogether simultaneously).
You can always sort them into proper larger squads later
It's a moot point though, since multiple training orders can be given. So you can give 4 training orders for 2 in a squad of 9-10 for example, and it'd have the same effect as splitting the squad into smaller squads.
I've never really figured out how to give commands to individuals in a squad effectively. How do you have multiple training orders for a single squad?
All hail to the Hell conqueror! Let's see if dwarf civilization survives an influx of demonic treats and clothes made from overwordly materials. As well as, you know, that damnable 'old age' thing.
Goddamnit Hetarios! How come you're known as the king of hell and not me? I beat your wall by 6 months! I farm demons for meat! What do you have that I don't!It's the journey that makes the life, not the destination ;)
It's not just conquest. It is retribution. Just as dwarven blood was spilt to reclaim the lost halls, now demon ichor will stain Hell's slade floor. The underworld will be subjugated not just with mere ‼science‼, but with &science&! I shall construct great shrines to the gods of the Jade Artifact to consecrate its unholy ground as the monument to the dwarven spirit.When the new version comes out, I'm planning on building shrines to each god in locations significant to their spheres. Night God in hell, Earth Goddess in the caves, War Goddess near the invader spawn point, Party God in the dining hall, Wealth Goddess in the artifact vault. Each one protected by appropriate defenses, given appropriate sacrifices, and engraved with images of the god.
I do need to start reading Bastiongate, but that's for later. Looking forward to it. Goodnight for now.I'm glad to hear! It's a bit rambling, especially at the beginning when it's just about me reclaiming the fort. Tell me what it needs more of when you're done.
All organic objects wear out, not just clothing, but it takes forever.I never knew that!
what version is this?
I find it funny that you have gone from colonizing hell into marriage making.
Keep in mind, in 0.34 the world does not progress in the background as you do. If your fortress is 100 years old, it's possible that the rest of dwarvenkind sort of... stopped breeding new dudes and died of old age.
I reread the thread and it's just as amazing the second time. Also, I noticed one of your newlyweds is a militia captain. Are they in the military? In 0.40+ active military dwarves won't have kids, I don't know if it's like that in 0.34.
I do have a question. How did you get every civvie armed with a shield and crossbow?
Thanks everyone. I'm glad you're enjoying this.I do have a question. How did you get every civvie armed with a shield and crossbow?
The key part is making a custom uniform (n → c) which consists only of a shield and a crossbow. Then you just put them all into squads and assign the uniform (e → U → Shift+Enter).
Thanks everyone. I'm glad you're enjoying this.Just can't get enough. I do find it hilarious that at the end of the day, administrative issues in the Ministry of Romance can be just as existentially deadly to a Fortress as Eldritch beings inimical to all life.
How did you manage to climb the learning cliff that quickly?
• What is that annoying FPS point for you? Or do you run without FPS indicator?
• ....Literal magma hellcannon? Oh wow. Now that's new. And cool as hell.
Larix's minimal watergun (http://www.bay12forums.com/smf/index.php?topic=153432.msg6545902#msg6545902) might be of interest due it's lowest known cadence, but it sounds like you already have a plan.
For dealing with the lowest z-level of the map, it's worth noting itg's work in the area, such as mining slade by carving it into a fortification and obsidian-casting (link (http://www.bay12forums.com/smf/index.php?topic=135431.0)). I think dwarven power mining (http://www.bay12forums.com/smf/index.php?topic=133810.0) might also work for your version.
• I've heard that marriages occur more easily in DF2012. Though it seems you're still having problems - well, some couples just aren't compatible.
As for the corrupted file, ouch. I assume you've already tried tools like CCleaner? Though not sure how CPU cooling could cause save corruption.
Oh... oh, holy Armok.
They really couldn't figure out any other way to kill your fort, could they? :P
Oh, that thing is long done. Say, what would be the best way to create vertical walls through the magma sea?I presume either dropping loads of water on it, or pumping out the magma long enough to have Dorfs construct the walls themselves
Obsidianize large areas of the magma sea from the edges. If you start from the center, the unsupported obsidian will fall into the SMR and vanish.I'm not sure I understand.