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Messages - Immortal-D

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166
Might I request a Dorf, and a turn? Provided the Fortress isn't acquisitioned by our unwanted guest as a large and uncomfortable bed.
I can do one of these things.

~~~~~~~~~~~~~~~~~~~~~~~~~~~
15 Hematite, year of Armok 204

A decision was needed, and Armok was surely with us.  Early reports indicated that the great Forgotten Beast had been severely injured while battling the numerous Dralthas, Olms, and other assorted critters of the Caverns.  One of the miners who perished also managed to mangle the monster's leg.  I ordered all available militia to attack.  Our resident master chef Blue was first on the scene, with the rest of us following right behind him.  The citizen's attack force surprised the beast while it was busy with a Draltha, and the regular militia soon joined the fray.



Spoiler (click to show/hide)

I was pleased to see that my instruction these past few years was not in vain.  The ancient triceratops was unable to dislodge us after we clamped onto its' tender bits.  I lead by example of course; bite, stab, win.




We all breathed a great sigh of relief after confirming that it had been unable to use the foul excretions dripping from its' maw.  I order coffins built, and a few slabs, since I'm pretty sure the early drownings were never memorialized.  Life returns to normal as work continues on the great moat, while we slowly expand our bedrooms and critical infrastructure.

15 Galena, year of Armok 204

The rest of Summer passes uneventfully.  The splashing from the ocean is filling our moat faster than it can drain, even with both sides connected.  I order new screw pump parts.  The North end of the moat has a full set of floodgates installed, allowing us to fill or close & drain at will, but the initial East side was too flooded before I realized what was happening.  Hopefully a couple of pumps will be sufficient to drain it and allow the mechanics to finish the control work.  Speaking of which, a fresh migrant wave found us a month ago, but with one silver lining.



She calls herself 'Imic', and she is a Legendary Mechanic who has clearly seen some action in her life.  My kind of Dwarfette, which made witnessing her sleeping rough among a stack of bins all the more painful.  I'm considering digging out another dormitory, as work on the ocean-bedrooms is far too slow.  That kind of project needed to be done early and often, but with most of my attention focused on our defense, there was simply no time to build more than a few.  Still, she's in good spirits for now, and has been churning out masterwork-quality mechanisms for us.

As Summer draws to a close, I have even more good news to report!


Pants! Glorious itchy cotton pants for everybody.  Also itchy cotton shoes, dresses, maybe even some hats.  We will never have to worry about the Summer sun, because our clothing will retain water year-round.  Even as I rejoice at this accomplishment, I receive word that the first pump components are being forged.  With those we can drain the first part of the moat and install safeguards, then block the caverns with wall grates to allow drainage while preventing any more surprises.  I dare say things are looking up as we head into Autumn.  Once all the defenses are in place, future Overseers can focus on transforming this mere fishing village into a Fortress worthy of Dwarves.

5 Limestone, year of Armok 204

Another alarm bell rings out from the atop the wall.  The danger this time not coming from below, but above.  A vile force of darkness has arrived!  I rush to see for myself, and sure enough, an entire flock of winged rodents is descending upon us, intent on stealing our hard-earned fish.  We have faced perils literally every season this year.  Bring it on, nature.  You think a few thieving birds can stop us?



~~~~~~~~~~~
Gods help me when I actually miss the Tower Fortress.  At least that brand of chaos was entirely our own, this is just the world trying to do me in.  The above screenshot was taken at the moment of the announcement.  I let the game run a few more seconds just to see how many were amassing at the map edge.  10 and counting :'(

167
Holy schist. Is that its price or is it just the weight overflowing its column?

Nevertheless, we must have it. We have barrels full of valuable roasts that should cover it. Fishheads needs a mascot!
Agreed.  And that is overflow of the weight.  Money-wise, it was only worth a mere 2,000 Dwarf bucks, but weighs over 10k urists, lol.  Seriously, that poor donkey who carried the thing :'(

SWEET BABY ARMOK YES. I don't even care that the smug bastards are showing me up at my own profession right now, that's amazing.

BTW: You can make crystal glass aquariums from raw crystal glass at the Fish Processing Workshop that came with the Fishing Extended mod. Do not do this, transferring it between cages might actually kill the narwhal. If it's released from it's cage it may re-check the water/air of it's surroundings and suffocate.

It would be safest to just leave it in the willow cage.
Build the cage. Lever it up. Submerge. Release.
Definitely still alive.  I'm hoping that if I build an enclosure near the Depot, we can move it before it air-drowns.  But that project will have to wait.  For now, it's the mascot of our Trade Depot.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
20 Felsite, year of Armok 204

A new wave of migrants brings us to well over 50 Dwarves.  The half-assed dormitories constructed by the previous Overseers were wholly insufficient then, and now the lack of accommodations is actually a serious problem.  On the plus side, we had a visit from the hippies earlier.  Our lead chef 'Blue' has been cooking up writhing piles of sludge that he assures me are edible.

Spoiler (click to show/hide)

The Elves seemed to agree, and were quite happy to offload their prized catch.  They somehow strapped a sea monster the size of an elephant to their pack animals (oh gods that poor donkey), and now we have this charming critter sitting at the Depot until I can figure out what to do with her.  QuQuasar was unable to meet with the traders, as he was too busy curled up in a corner sobbing and muttering, something about "They want our fish!!".  Weirdo.


Anyways, At the least the Elves seem to have fed her first, she seems content to float in her cage and ignore us, which is fine by me.  Between the lack of clothing, lack of bedrooms, and my own frantic attentions attempting to build us an ocean-based defense, my attention is stretched to the limits.  At the very least, I added some crafting workshops for all of the military Dwarves, and fixed the schedule to provide leisure time.  The effects on morale have been immediate, but I swear to Armok if I have to keep staring at the Farmer's prickle berries while I drink my prickle berry wine, I'm going to puke.  Seriously though, we apparently have a single solitary Clothesmaker in this entire Fortress.  Thankfully the Humans arrived early.  I traded for over 5,000 urists worth of cloth and leather, then told the latest migrant wave to pick up a needle and thread.  We now have 4 Clothier workshops starting to churn out various garments.

Work on the moat proceeds at a good pace.  Even though we are not yet connected to the ocean, the overflow from the waves was stronger than I anticipated.


Drainage will have to be rushed, which means we're going after the Caverns.  We found them in short order, along with their blessing

Our Miners have estimated that this pipe leads all the way down.  Every Dwarf knows that the depths of the world contain wonders & terrors in equal measure.  We must be cautious of course, but for now we can drain the premature moat while we finish working on the connections.

1 Hematite, year of Armok 204

So fast.  It all happened so fast.  The first real test of this Fortress.  Also the second, third, fourth, and quite possibly last.  We'd all become somewhat accustomed to the cries of a semi-drowning weasel that got caught in the moat while it drained.  But then the cries stopped, and we heard a splash like the mountain itself was dropped in the moat, followed by the war-trumpets of legend.


The only reason I had deigned to not butcher the metric crap tonne of stray animals we have lying around is b/c we have over 3,000 urists of meats stuffed with fish, and vice versa.  Small favors I suppose, because I didn't even know we had a War Grizzly.  I gather the militia, and lead the charge.  Shape up lads... we have Elephants in the mist.


Thankfully we took down 2 of them with little effort, this particular herd was not nearly as fearsome as their predecessors.  As a bonus, we now get to enjoy the cries of a semi-drowning elephant while we wait for the moat to clear out.  In celebration, I decide that one of our unsung Heroes could use a little boost.


It's only thanks to his studious records that I realized early on we had less than 200 urists of booze, b/c again, the previous overseers were obsessed with making the local fish populations extinct.  Plus the dining hall could use more decorations.  Just as I turn my attention back to the new farms (I don't care if all we gathered is cotton, so help me you will wear cotton briefs that soak up 20 urists of water and like it!), one of the Miners cries out from the depths.

This was, I kid you not, literally the same moment that the drainage tunnels were opened to the surface.


Half a dozen Dwarves are dead before I can even react.  At least 1 Miner, and several others that had ventured into the Caverns.  The planned cavern hatch covers were only built a yesterday, not even assigned yet.  We're still chopping up elephant bits for a stew, less than a week past.  I've ordered the moat-bridges to be shut.  I don't know exactly how many of us died, nor who may still be down there.  Armok have mercy, this is going to be a rough Summer.

~~~~~~~~~~~~~~~~~~~~~~~~~~
Here is some bonus stuff that didn't make it in.



168
I'd forgotten just how long a turn can last when you're both actively playing, and being mindful of pausing to capture screens of interesting stuff.  I'm doing a bit every night, but will likely be finished closer to the end of the week.  In the mean, let's a play a game.  I call it "One of these things is not like the others" (click to enlarge)


169
Note Sorry about the windows side bar, will be fixed in subsequent posts.  Also, most images can be clicked to view full-sized.

10 Granite, year of Armok 204

Dwarves are drawn to adventure and challenge.  Can't be helped, it's a fact of our biology, just like how Elves are inherently weenies.  Still, in the same way you wouldn't expect a Medical Dwarf to pickup a sword, the skills that make me an exceptional defender are not well suited to the more sensitive issues of leadership.


Work for yourself, earn your own skills.  I just can't understand interacting any other way.  Which probably explains why I need to reverse my previous statement.  I didn't even know the last Overseer had even assigned me squadmates.


Still, I suppose I can't blame anyone for seeking the leadership of a fabulous Dwarfette like myself.  Crew cut, thick of face, and a whistle that can pierce the clouds.  I am, as I've heard the Humans say, 'the hotness'.


Right then, let's see how our Fortress is coming along.  I've been minding my own business, focusing on training.  I'm sure that if checking were in a thing, somebody would have told me.


A quick tour reveals the state of our operation to be... questionable
Spoiler (click to show/hide)
Bloody logs (not a figure of speech), a pile of bars overflowing, and freaking hole on top of a poorly installed grate.  One false step, and that whole structure will collapse upon itself.

Oh, and whoever started this fool's errand (cough, QuQuasar) neglected to bring spare clothes for anyone, apparently not realizing that the stresses of salt water and open-air living will shred fabric worse than those Giant Crabs.

If I never again have to look at Staalo's battleaxe swinging free while he chops trees, it can't be soon enough.

*cracks knuckles* I may be a little on edge from the non-stop training (even a fine lady like myself needs some creative downtime), but I can keep it together a bit longer.  Enough to get us some permanent security, that future Overseers might set up proper working conditions for everyone.  I know that rookie recruits who don't get any relaxing time will just be time bombs down the line.  Of course building on the ocean itself is essential, as we must all respect the rules of the Fortress.

BWAHAHAHA.  Oh Armok, I almost got through that with a straight face.  Gods no, the ocean can go screw.  Hmm, well maybe not entirely.  Those hoople heads who dained to call themselves Overseer might get snippy.  Well it's like my Pappy always said, "If you can't ignore the rules, then bend them.  When somebody accuses you of cheating, punch in the face."  If I can't order building further inland, then clearly the solution is bringing the ocean itself to the inland, then nobody can say I broke the rules.  Although, it might be worth my time to organize some clothes-making first.  So many Miners & Tree Slayers, so many holes in garments *shudder*

To be continued!

170
Applying Phoebus to the save with the LNP clobbers the modded raws and resets them to vanilla. I think this should resolve it:

1. Set LNP to Phoebus.
2. Copy Fishheads into Dwarf Fortress\data\save
3. Copy the Phoebus raws from the alternate raws to Dwarf Fortress\data\save\Fishheads\raw
The order was important, we're in business.  I personally use Ironhand or Obsidian when possible, but this will do.  Stay tuned!

171
"Missing definition fe_FISH_MOUNT" ???  That is both with and without the modified raws.  Been a long long time since I messed with DF modding, so I'm in the dark here.
Seems to be related to the Fishing Expanded -mod; that error doesn't appear in my save, though.

EDIT: While comparing file by file I noticed some differences compared to the "alternate raws" version; for what it's worth here's the same save with a fix that might solve some problems:

SAVE
No dice.  Did a clean install of LNP and dropped Fishheads in my save folder, then installed Phoebus and applied to save.  Loading the world yields the same error, then crashes.

172
"Missing definition fe_FISH_MOUNT" ???  That is both with and without the modified raws.  Been a long long time since I messed with DF modding, so I'm in the dark here.

173
I will be starting tomorrow, and can probably wrap up by end of the week.

174
just checking in - any word from Strika?
No word. I assume she must be busy.

Immortal-D, are you available to take Turn 2 if we don't hear from StrikaAmaru in the next day or so?
Kindof.  I am moving on Saturday April 3, and then again 2 weeks after that.  If anyone else is available immediately, that would be preferable.  Otherwise I'll see what I can get done after my first move (next week).

175
... to learn that seeds don't grow on the ocean. FFFFFFFFffffffffffffffffffffffffffffuuuuuuuu-
I've been playing DF for many years now, and this is news to me.  I guess build farms on the shoreline?  But not too close, otherwise the moving tide will likely destroy them.

176
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: March 24, 2021, 12:15:45 pm »
he took one silver bar and made a gauntlet.

I felt pain reading that.
Reminds me of a guy at my old apartment block.  Christmas season comes around, he tosses the still-bundled roll of lights over his balcony, just a huge ball of string lights hanging, like "there's your fucking Christmas", lol.

177
Although your early training initiative is commendable, the lack of walls is less so.  10 Dwarf Bucks says I dodge into the ocean by year's end :-[

178
The Hairy Forests indeed.  I am moving in 2 weeks, so if you'd kindly swap me with turn 3 or 4 (or 5).

Edit: And while I'm here, I shall lay claim to Vutok the Spear Dwarf.  Being a well-loved and respected member of a Fortress is a nice change of pace.

179
Mod Releases / Re: [47.04] Lands of Duality - A Good/Evil Biome Revamp
« on: March 17, 2021, 06:39:20 pm »
Speaking from the position of an end user and having only encountered a handful at any given time...

Not all of them are hostile for starters (usually you can at least depend on the Friori and Leorians to be your friends,) but the main thing to look out for is disease resistance for your own guys (which can be buffed by providing ample amounts of magebane or venombane drinks,) and anything with large size noted in its description. If nothing else, big boys need edged weaponry to deal with, forcing you to field more weapon-diverse forces (as bigger enemies are simply too beefy for mace or hammerdwarves to bludgeon to death efficiently.)

They're otherwise much more forgiving, at least of the ones I've fought or had serving in my militia as sellswords, lacking crap like metal-grade tissues barring specific areas of the body on some races that explicitly artificial augmentations. Course some of them have multiple arms, don't feel pain, inflict pretty serious status effects or have hard-hitting projectile attacks if memory serves, among other things. They also have a very wide array of weaponry that might make them more or less dangerous; having had no use for thier inferior quality weapons I can't speak of performance.

Overall, standard tactics will usually still carry the day for you, and if any show up wanting to soldier it couldn't hurt, particularly the casters who will be just as dangerous to your enemies as they are your own people.
Solid, thanks for the info!  (Btw, new Succubus race coming when? :P)

180
Does it have to be a lake specifically?  I'm partial to Beach Forts myself, and embarking at the Ocean has the potential for a lot more !FUN!.  That said, if you find a lake with some Good/Evil tiles, that would be solid.  This seems like a good opportunity to refamiliarize myself, since my last serious game was a certain Tower that shant be named.  Oh, and the volcano I ran into the ground.  But I digress, count me as tentative.

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