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Messages - TSTwizby

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391
Sorry; no update for another day or two, and in related news there is an unexpected drawback to the goblin eradication procedure as described above. Namely, it eliminates every goblin in the world rather than just those on the map. I feel that this is too great a consequence for the benefit gained, and thus have reverted to the save from before I implemented the change. Plus, I figured out why we were so high on food. Someone made the dwarves not need to eat or drink and never returned them to normal. I fixed that too, though I very much suspect that I will regret it. As for the goblins, since they are ignoring my trap and doing what they always have been, I've decided to just wall them in and forget about them for now. Maybe I'll dig a pit underneath them and drop them a few z-levels if I can find the space.

392
The thing is, it's very hard to turn this into something interesting which does not also make the game essentially unplayable for anyone who isn't really seeking a challenge. That isn't an issue with a game you play yourself, but in a succession game I don't like to make calls like those unless I have the support of everyone (or at least most people) involved. Just to fully explain the situation, the goblins are literally standing on the 8 x 2 rectangle which covers the space in front of the doors to the barracks, one of the most high traffic areas of the fortress if the barracks are in use. On the one hand, syndrome-bearing liquid is fairly easy to clean up. On the other, if any is missed at all, due to the weirdness of splatters and so forth, it gets everywhere and kills everything. I've never had any problems with this personally, as the worst syndrome I ever encountered gave dwarves a very mild headache, or something like that. On the other other hand, overcoming challenges like that is most of what makes the game worth playing. Which is why I'm asking you people for your opinion anyway. So I guess, if no one objects in the next day or two, that that's what I'll do. I might not make it fatal, but instead something that just melts your feet or something. Or maybe I'll just make it random. I'll have fun with it. If you replace their blood with a syndrome bearing liquid and then make their flesh melt at room temperature, do they turn into a pile of molten flesh or a pile of bloody molten flesh?


And Master... no.

393
NO.

The goblins are behaving oddly. I've been experimenting with a backup file, and they seem to do nothing unless approached, at which point they either deal with the attacker and return to their post in front of the barracks or start a massive death rampage again. Odd. I am requesting permission to get rid of them by cheating, on the grounds that this behavior is probably a bug, a group of goblins appears to have left the map somehow, and that the goblins' presence, while not detrimental to the fortress itself since avoiding them is a trivial matter once you build walls around them, it is detrimental to the gameplay due to added micromanagement and huge frame drops. My method will be to cause them to explode in a puff of pink smoke, after which I will return the raws to normal. I will either not do this, do this immediately, or do this after waiting a while to see what happens, depending on what you decide. The longest so far I have waited is about seven months of in game time without them doing anything before some dog wandered over to them and drew them to the fortress.

394
No, absolutely not. That is a very bad idea. It won't work, even if it did work it would not be useful, and even if it were useful, the second something goes wrong, and something will go wrong, everyone will die. So... no.

But seriously, it would take a ridiculous amount of effort to get the water over to the barracks. Right now the building is in the opposite corner of the map from the pump stack and reservoir, which is still 2 z-levels or so below where you would want it. It's just too much effort for a death trap that probably won't work and definitely won't work twice, when the remains of my descending ceiling trap will be good to make an easily used drowning trap that takes fewer resources to run. (in case you are interested or I don't finish it in time, it involves chiseling out the middle of the block of stone which falls, adding a pressure plate to the path a bit before the chamber which attaches to a bridge above the chamber which is covered with water and falls directly into the depression while closing floodgates to lock the goblins in the depression. Pulling a lever in the fortress opens the floodgates allowing the water to drain out into the side trenches, from which a 2-pump stack carries it back to the top of the bridge. I need to work out the logistics a bit more, particularly to get the timing right, but it should let a group of ten or so goblins in at a time and then drown them, and then I need to figure out how to keep the dwarves out of it.)

In any case, just a short update with a cliffhanger again for now.



13 Limestone: I've begun constructing a trap to catch those goblins.



Where the children now stand, I shall build a support. I'll have a path run through the room into the fortress, then watch them come. When they reach the room...

15 Limestone: The first good news in a month!



23 Limestone: One of the children broke down today, started punching everyone in sight. The only way we could stop him was to put him down.



It is understandable. Both his parents, four of his siblings are dead. With nothing else to do, while waiting for the trap to be completed, I've ordered the continued work on the modular colony project below. Perhaps it will take the others' mind off what has happened.

19 Sandstone: Now, we shall begin our counterstrike.





Will the trap work? Will the goblins rush down into the fortress, and to their doom? Or will they burst through the doors, slaughter all in their path and claim bloody victory? Tune in next time... or something...

Kind of ironic; that kid was one of the miraculous double quadruplets from my last turn.

395
I do not understand your request. Are you saying I should leave the front of the barracks open so that goblins go through it, and hook up a pressure plate or something to make water flood it when that happens?



16 Galena: I've ordered everyone inside, and everyone seems to have complied except for one marksdwarf, who fell defending the entrance against the goblins. I'm trying to wall off all entrences to our fort, with little success. Fortunately, none of the goblins have crossbows, and inside our fortress their webs hinder them as much as they do us. Our Cave Crawlers are proving a valuable asset.



17 Galena: They've managed to take down several dogs, a woodcrafter, an armorsmith, and one of the human bowmen. We might not make it out of this.



...

17 Galena: Our military just arrived on the scene. They're almost completely untrained, but they managed to take the goblins by surprise, and despite heavy losses drove back the first wave.



Our walls are being constructed at an unacceptably slow rate.

18 Galena: We did it. But...



There is one other flaw in our defense. The barracks. Doors in front of it, but since they have trolls...

19 Galena: We cannot, due to an oversight in construction, block off the doors entirely. In a last attempt to wall it off, we have a child dismantling the floor and a single marksdwarf defending him.



This... will not end well.



20 Galena: The mayor seems to have decided to make a last stand against the trolls, giving us more time to wal off the baracks. I never liked the guy but...



It seems he was kind of decent.

21 Galena: To put a final cap on this tragedy, one of our good miners somehow got outside.



Our casualties number somewhere between 20 and 30, including the mayor, three children, and all but three soldiers. We have lost both Cave Crawlers, a Cougar, several dogs and all our livestock. For some reason, morale is higher than it should be. For now the most the trolls can do is topple our workshops and coffins, which someone built outside for some stupid reason, rather than, say, doing useful things like setting up a drawbridgs. Of course, I am as much to blame for that as they are, too slow to act, not good enough to see this coming.



Gah... I was so stupid. Not only should I have made fortress defense first priority, rather than working on projects, but I should have been able to reduce casualties further if I had been more on the ball about where I built walls. Perhaps a third of the military was an unnecessary sacrifice. Strange how no one is tantruming though. This has set back my project a bit, though not enough that I won't still be able to finish the framework. I'm planning on getting rid of these goblins with a cave in trap, but I'm not sure how effective it will be, since I probably can't gather all of them together at once. Then I will build drawbridges, like I should have done back at the beginning.

396
Here's an update:



10 Malachite: Nothing of note has happened over the past month. No new immigrants as of yet, steady progress on all fronts, but nothing worth reporting. I've started training up our Amethyst men and dogs for battle, to give our animal trainers something to do more than anything else. Due to the mayor's displeasure about the bismuth bronze items, our jail is being put to practical use, though the craftdwarf singled out as a scapegoat doesn't seem too bothered. There's a small betting pool now for whether we're going to finish the barracks first or finish cleaning up all the corpses.




13 Malachite: Ah! Here they come. Notable immigrants are a skilled woodworker, a talented weaponsmith, and a decent marksdwarf. I've assigned them their tasks as fits. Something worries me about them though. I haven't bothered asking them why they've come, despite the danger. I suspect they'd give me no more answer than the rest.

3 Galena: The Barracks is officially complete!









In celebration of this, I have ordered a day's vacation for everyone who isn't doing something important. And now I need to go think of something to do with the 500* I won from Urvad...

11 Galena: And another achievement!



The reservoir stands ready! The pump stack is very close to completion, only six more pumps needed. I've begun construction of a raised platform on which to place windmills to power this construction. With luck we will have our waterfall before the year is out!

13 Galena: A human caravan has arrived. I've prepared more clothing to be brought to the depot, along with some stone and wood crafts. I've ordered the miners to continue exploring, for lack of anything better to do with them.

15 Galena: Now of all times!?





Those humans better be skilled fighters. This is going to be very very bad. I tend to end on cliffhangers, don't I?

To respond to previous posters:

Itnetlolor: right now, we have the following projects:
    The Maze
    Started by: GWG
    Status: Partially completed, waiting on smoothing and engraving.
    Application: Looks pretty
    Notes: Not going to be finished any time soon, but easy to chip away at.

    The Barracks
    Started by: The Master
    Status: Completed by TSTwizby.
    Application: Currently contains barracks, armory, archery range, and mass-pitting system.
    Notes: Suggested use for the rest of third floor is a jail.

    Waterfall Chamber
    Started by: TSTwizby
    Status: Partially completed, waiting on the powering of the pump stack which powers the waterfall.
    Application: Intended to be a dining room.
    Notes: Usage contingent on the powering of the pump stack which will fill the reservoir which feeds the waterfall.

    Cavern Pod Colony
    Started by: (name here)
    Status: Temporarily abandoned, due to low availability of masons at the moment.
    Application: Safe house.
    Notes: Project is of indefinite size, so difficult to determine completion.


(name here): We have about 50 doors lying around, not including the ones I used to seal off the rest of the bedrooms. That is pretty overboard, considering there are only three finished rooms at the moment.

397
DF Dwarf Mode Discussion / Awesome Baby Stories
« on: October 29, 2011, 01:45:35 am »
What it sounds like. Post the best thing a baby has ever done in your fortress.

I've actually got two. One is better, but I have picture evidence for the other.

First, a baby in my fort killed a forgotten beast, after being dropped by its mother and left for dead. This was in large part due to luck, as the forgotten beast was a giant termite and wasted time spewing deadly dust which, as it turned out, caused mild headaches for a few seconds. And the baby died soon afterward, thanks to blood loss from severed legs. But still, a baby killed a forgotten beast.

The other happened during a siege. I normally take dwarves with babies out of the military, but I don't always catch them and they often get carried into battles without my knowledge. One time this happened:



Yes, the baby punched the troll. My military definitely needs this baby.

398
I had a pretty horrible one once. Only tangentially related to DF, but still...

I was (from a real-life first person perspective) in my house, which happened to be a fortress about 17 z-levels high and 34 deep. Suddenly a Hydra appeared, and this being my real life house apart from its odd dimensions, there was no way to actually fight it, though I didn't really think that far ahead in the dream anyway. I knew somehow that it hunted by scent and hid in a pile of blankets in a corner in one of the rooms on the third z-level, hoping it would leave before it killed and ate me. It walked past the room entrance, and somehow I knew that it smelled something odd, but wasn't sure what to do about it and so left for the lower levels. I was kind of seeing half from my perspective (folds of blanket) and half from the hydra's when it was nearby, and when it wasn't I still somehow knew about where it was. It chased around various of my relatives and pets, presumably killing them though I wasn't paying attention at the time, and I ran up to the fourteenth floor, since it would be less likely to climb all that way up. It did anyway, noticed something strange again, and this time decided to investigate, it tore up the curtains, bit me, tearing through the skin of my left arm, and I woke up. Aside from the obvious, the weirdest thing about the whole scenario was that when I finally saw the Hydra, it wasn't really a giant dragon with eight heads. It didn't have a real shape that I could see, apart from an enormous mouth which took up my whole field of view, though I know that it did have the other heads and a tail and forelegs and hind legs somehow. I got the impression that if we were living in DF, everything would look kind of like that: less like what it is, and more like an abstract representation of what it is. Of course, this also handily explains how it could fit through the door despite being thirty feet tall.

399
Sorry for the very long delay. I've had a busier week than expected.



14 Felsite: Fortunately, the goblins seem to be in disarray. Unfortunately, the dwarves are as well.



I've ordered all doors locked except for the one leading through the cage-trapped hallway. With any luck, those few idiots outside will find their way in.

16 Felsite: We have rallied!



Most of those who had been outside have found their way back in, two of the goblins are prisoner with two more approaching the cage traps, and the last is currently in combat with one of our recruits. The casualties so far are one stonecrafter and a cat. With luck, they shall not grow.

17 Felsite: Alas, it was not to be.



Still, the remaining goblins are captured, with no further casualties. Work proceeds as normal.

18 Felsite: We have visitors!



Unfortunately, we do not have much in the way of trade goods. I've noticed a strangely huge number of doors lying around, and have ordered most of them hauled to the depot. This should speed up coffin production as well.

19 Felsite: I have been informed that, for some reason, we cannot trade doors. I have ordered our excess clothing brought to the depot instead. I must wonder, why do we have so many wooden trinkets lying around? They are no use to us. It is a shame we cannot push them off on the elves.

26 Felsite: We managed to get rid of those clothes in exchange for some more cages and some chests and sand bags. I decided not to get any food, as we have an amazing surplus considering. I've begun construction of a pitting system in the barracks, which will be useful for training and freeing up some cages. The goblin prisoners refuse to talk about anything anyway. In that respect they are much like the immigrantss. I have been making inquiries as to what it is that is happening back in the mountainhomes, but So far all that I have discovered is that one of them had been an escaped prisoner who managed to escape to here. They look oddly familiar, for some reason.

16 Hematite: The elves left, very pleased with themselves for some reason. Once the masons are done with the coffins and move on to floor hatches, the pitting system will be complete. Meanwhile, the pump stack and roof for the barracks have been slowly nearing completion. As of yet it is difficult to say whether or not my dining room will be complete before the year ends, but I am certain that the barracks at least will be finished.



I've got nothing much else to do over this weekend, so I should be able to at least get another season out of the way. As of now I really don't need a job creation program, so I've suspended all cavern work, though it would be great to take these and use them as luxury dwarf suites, with statues and chests and stuff. We could have a dining room per floor, I'd flood part of it and place a farm plot so there would be no worries about food, and it could be a little collection of pod-colonies. A very neat idea. I'm keeping the steel production going, but I still say that, as far as military strength goes, just the fact that the goblins shoot web makes it pretty much an automatic loss for us if it ever comes to fighting. I'm not doing anything about it right now, there being too much other stuff to do, and since I'm planning to wall off the few areas which are open to the outside at the moment and set up that one drawbridge, I'm not worried about sieges. I recommend that someone, as has been suggested already, pave that long pathway with weapon and cage traps. In alternating rows, so that the goblins milling around their captured commander wander through the spikey axe blades over and over again. Long term solution of course is a flooding mechanism, but that's way ahead of us at the moment.
Also, I'm modifying your story a bit to fit into what I've been building up to, Master. Instead of being dragged back here by the guards, you escaped the guards and ended up here by accident.

400
Here you go



Granite 25: You've sure got that right...



Most of them are nothing much to look at, though we've got a decent armorer and one of them knows enough about diagnosis that I've taken him on to help with doctoring, though she is kind of odd. On the other hand, we've got a high master smith, who has some skill with crossbows as well. I've set her to start training with the marksdwarves.

...There are 26 of them in all. One has to wonder what's going on out there that drives them here, of all places...

Slate 17: Finally!



All the trapped masons are free, and progress begins on the other projects. On the other hand, the mayor just walked over to me and demanded to know why I hadn't made any bismuth bronze items for him yet. So I guess these things are two sided.

Felsite 1: Well, one of our architects has gone the same way as onul, and is currently running around a leatherworks muttering 'Okonnursher Sobirusen'.



I've begun constructing a jail so that when the mayor undergoes his inevitable disappointment about the bismuth bronze, he does something less permanent than just killing someone.

Felsite 8: And the architect has created an amazing pair of pants.



Like the others, he does not seem to recall anything which happened while he was possessed. Though in this case, that was not much of a loss. Some of our metalworkers have finally found the time to melt down some bismuth bronze items we had lying around, so perhaps there is hope for the mayor yet. Work has begun on the barracks ceiling, and the pump stack is almost complete. Work on the reservoir is understandably slow.



I've ordered some more picks forged, but this will understandably take some time.

Felsite 13: And just when you think things can't get any worse...





Yeah, this can't end well. And Master, do you want to be anyone in particular (such as male/female, military, cheesemaker, etc.)? If I recall correctly, you said you escaped the fortress a while back and paid some dwarf (the miner) to be your lookalike. I can say you came back with one of the waves of refugees immigrants.

401
Again, sorry for the long delay.



Granite 1: Well, so much for retirement. Once again I have been chosen to lead this fortress. Though after what has happened these past months, I can't say I balme them.



We've taken heavy losses. That dwarf that looks like Rick died a while back, not sure exactly when. Our other miner's gotten a lot better, but I'm training up one of our cheesemakers just in case. And to speed up any projects I work on in the future.



I've been watching what that new overseer had been up to, and I'm kind of interested in these rooms he's been building out in the caverns. There's not much point to them yet, but if you put some decent furniture inside they would be great for bedrooms, as they are incredibly easy to seal off from the outside. I'll have to look into this once they are closer to being complete.



First things first though... I'm just going to throw masons at this problem until it goes away. I've suspended the construction of everything except the edge of the floor, so with luck that will be the next thing that gets done and we won't have to waste time tearing down the walls to escape. Once the floor and walls here are finished, I'll set up some scaffolding on the outside and roof over the place. With any luck, that won't take long, and I can restart work on my magnum opus.



I've begun digging out a reservoir. Once this is emptied, I'm planning on constructing a set of raised platforms above ground and building some windmills to power it.

Granite 2: It has come to my attention that we are suffering from a lack of wood.



As we seem to have clear-cut the trees in the area, the only solution for the time being is to explore the caverns. I've begun construction of a passageway down to one of the more isolated areas, in the hope that it will be safer and easier to block off. To help prevent this from being a problem in the future, I've also begun plans for a mushroom nursery underground, but I shall wait to put them into practice until the miners are finished with the reservoir.

3 Granite:

It seems that there are a few things that I had not been told about.



also, for some reason, we have a berserk child locked in his room, and there's a mason who seems to have been locked behind a floodgate for a month or two without anyone noticing. And, the reason that no trees are being cut down is not, in fact that they were clear cut, but that our only woodcutters are either trapped on the barracks or stuck on military duty, since for some reason every single one of the recruits has been ordered to full time training. I've put a stop to that, and maybe things will start moving faster now.



I don't think any project except for yours has actually been completed, though the Master's is coming along and I'm very close to finishing mine. (name here)'s is of such a scale that I can't really tell if I'll finish or not; I might get it done, but I could just as easily not, depending on how things play out. I probably won't have time to finish my secondary project, namely the water reservoir, but I'll definitely get a huge chunk of it out of the way. I'll probably update again tomorrow, but maybe not until Sunday.


402
Sorry for the long delay, I've rather let things get on top of me. I'll try to get an update up tomorrow, but probably won't be able to until Wednesday or Thursday.

403
Alright, I'll get started then. Expect an update in the next few days.

404
I can take another turn if needed, but I would prefer to wait a week or so.

405
Ouch... please tell me you at least got the drawbridge set up.

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