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Messages - escondida

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301
DF Dwarf Mode Discussion / Re: magma crab invasion
« on: November 03, 2014, 09:24:25 am »
I dug out a grave area down as far as I could just above the SMR and the room was surrounded by the magma sea on all sides.

Got tons of firesnakes that appeared as if they had spawned right in the room, I assume just because of z level.  Or would they have had to had a valid path from the magma sea?

Vermin just sort of pop in and out of existence wherever, as long as the environment is livable for them (and sometimes even if not-see lungfish).

I also highly endorse lifting the magma through a grate using a pump. I've used that without a hiccup in more than one magma pumpstack. And it never hurts to use a raising bridge as a floodgate in your aqueduct or magmeduct.

302
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 03, 2014, 09:13:01 am »
New embark. It's icier than I realised: Even in the height of summer, the river is frozen. Okay... But the aquifer? It's not frozen. Right.

Water only freezes when exposed to light; dark places have a uniform, above-freezing temperature. When you get those picks, try channeling enough to expose the aquifer to light, channeling out the newly-formed ice, and repeating as necessary (have your mason or carpenter construct a staircase down).

303
DF Dwarf Mode Discussion / Re: Climber question
« on: October 29, 2014, 09:45:00 am »
*quickly builds another layer of wall made of rock blocks* Interesting that blocks are climbable. There goes my feel of safety.

Which was probably the whole point (-: ...also, it does encourage building more interesting and complex structures on the surface if you build anything on the surface at all (besides bunkers).

304
Hehe, to tell you the truth, I haven't bothered to update to 0.40.14 yet! Maybe she was just an early victim...somehow. Or maybe she just got really, really, really drunk, even for a dwarf. (-:

305
Welp, I'm already dead. I'll try and build an interesting fortress in secret and get that uploaded in the next couple days.



The Short, Sad Tale of Datan Warmthtorch

Ugh...my head is throbbing. Where am I, anyway?

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...ah. In the middle of the deep roads, surrounded by dead troglodytes, with my aunt's old sword and shield. That...that must've been some new year's party. I wonder which way I came from. Oh no! By Etom! I need to get home! I promised my parents I'd visit them yesterday to have a quiet, family New Year's Eve, but in all the excitement of the big New Year's Eve party in the dining hall, I just forgot! They must be worried, and mom'll give me that awful look she does. Okay, keep calm. I'll just pick a direction, and ask for help at the first fort I find. No problem. I'll get back in time for dinner, and we'll all have a laugh about my binge and black-out, and I'll be in time to resume duty on the third.

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It seems like I've been traveling down here for days. I come across a huge field of plump helmets, so I call out again and again hoping to find the farmer tending them, but no one comes. I guess the fort that grew them must be abandoned. For no reason I can explain I set several of them on fire. I mean, I loathe the things, ever since I lived in that one fort where all we ate was plump helmets and all we drank was wine, but arson? That's not me. It must be the caverns getting to me.

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You have to be kidding me! How did they build the road through a magma pipe‽ Oh, Etom, no! The magma is spreading! It held its form until I got here, and then suddenly it all came rushing towards me! How will I ever escape?

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Finally, at very the end of the road, I come across a ramp to the surface. The fortress here is also abandoned, save for one drunk not fit to give me any helpful information. Day is dawning as I emerge onto the surface, and it takes my eyes a while to adjust to the light, which is why it takes me a bit to notice where I am.

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The Dead Lands. I decide to run for it. I've heard rumors of human holdings to the east of this blighted waste, and if I can make it there, maybe they can help me get ho--

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306
DF Dwarf Mode Discussion / Re: Gremlin Tears - Where do you stock these?
« on: October 27, 2014, 08:35:18 am »
Put 'em in by a gem stockpile! I can't help but picture some dwarf salvaging the wreckage, when suddenly she opens the barrel to see dozens of crystallized teardrops glimmering in the pale winter light...

307
Time runs slower in Harvestcoast (-: .

308
Incidentally, a nice touch to the puppyfall is to use it to rid the fort of pets--and, by putting the lever that actually dips the animal by the windowed pit, you can use workshop profiling to make sure the pet owner is right there to see what they've done by making an animal they cared about unbutcherable and uncageable and thus forcing the overseer's hand.

309
DF General Discussion / Re: !!SCIENCE!! logs?
« on: October 17, 2014, 09:59:52 am »
You want the Academy of Science, which also contains a link to the older but still excellent Dwarven Relativity. Spread the word, too; I seem to be linking them a lot lately, and they're the sort of thing many players would like to know about.

310
I couldn't bring myself to finish winter, honestly, but since I started at the start of winter, it all works out.

311
Yup, 'sup? Was there a problem with the download?

312
Wait, I died? When did I die?

Sorry, snackfox, I'm honestly not sure. Chances are good that either a guard killed you over a trifle or a child punched you in the head because they were sad, and heads are made of wet paper.

313
I got through to the end of autumn. Luckily, there was no seige this season! Since I started in winter, I'm declaring this turn done. Here's the save. I had issues uploading to dffd. If you use Windows or an older Macintosh (or a really old--pre-xzip--Linux), 7zip does speak tarball.

Oh, and next overseer: I left notes on every bridge/lever/whatever-machine I set up or discovered the function of, so you can at least see if there's a note for whatever you're wondering how to raise. Also, there are now a load of useful hotkeys, though F4 ("workshops") is now, happily, mislabeled. You'll see.

Alas, once again, I didn't get much of any mad science or vampire slaying done, due to still trying to get the fortress back on its feet. Next overseer, things should be a little easier for you, but this place is madness, sheer madness. Therefore, since it was all administrativa, I'm afraid poor Uzol "Escondida" Whirlurns will have to do without a farewell journal entry.

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Not pictured: I downloaded an agèd edition of Dwarf Therapist and redid the labors. Now, generally, there's one or two (preferably skilled, unless all skilled dwarves were dead) dwarf assigned to most skilled labors and allowed to create stuff, and a ton of haulers/unskilled laborers. No more of this cranking out loads of no-quality goods.

This brings me to my long-term challenge: get rid of the low-quality furniture around the fort and replace it with high-quality stuff. It'll really, really help dwarven moods like you wouldn't believe, and good moods are what this fort needs more than anything right now.

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The fort's grand old tradition of chaos continues unabated. For instance, I have no idea how this happened, but you know what? I'm perfectly happy that it did.

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Someone tore down the bridge to the hut on the surface. I'm okay with that, since I couldn't find the lever for it, anyway. So I rebuilt it, hooked it up to a (labeled) lever just underneath it, and---and this part is important---closed it. Hopefully it will now bring a little less death...until someone pulls that lever without checking its note. (-:

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Medical malpractice! The doctors now have nothing to do but practice medicine (except "The Butcher," of course, who still gets to be a butcher)! Also, note for future overseers: medicine is unskilled, so I just gave all the quacks all the medical labors. Oh, and we need soap. There's a little ash ready to be processed, I think, but I'll leave that to the next poor fool in charge of this place.

Of course, not all is rosy in the hospital, because the lazy assholes are still letting people dehydrate in their hospital beds, so now the hospital is a sea of miasma.

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Oh...and can I just say...ew. This does not bode well. The fort apparently has some sort of numbing/necrotizing contaminant...somewhere...that someone should probably find and block off.

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Speaking of contaminants, why do we have barrel upon barrel of blood on hand?

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And now, gentle readers, I leave you with some good news. I managed to deal with nearly all the prisoners, except for a few trained enemy mounts--we'll need to wait for them to forget their training if we want to kill them sans loyalty cascade. Luckily, all it will take is pitting them--and the arena pit zone is all set up. It's not much to look at, but it's functional. Oh, and butchering most of the animals is going well. In fact, both of these sets of deaths, plus all the dwarf deaths, leads in to the happiest news of all: 10 years, 1,000 deaths!

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Here's to another 10 years and another 1,000 deaths.

Long-term challenge: Good furniture for dwarven happiness!
Short-term challenge: Finish roofing over the outside constructions in case of titans and/or flyers, and walling the caverns (see hotkeys for the last construction site) in case of FBs and/or flyers...or, you know, in case of out of control wildfires that half the fort is screwing around in the middle of for no reason, kicking off a ton of deaths and a year-long tantrum spiral. sigh

Sorry this turn wasn't wackier...just trying to get this place back on its feet has been insane, and there's still a lot to do. I wish all future overseers luck...and fun.

314
By the way, sorry for the delay. I've been sick, but better now! Autumn and maybe winter tomorrow, for real this time.

315
Reasonably skilled soldiers will generally bat it out of the air or block it with their shields. The main risk I've found is that a cat or something will walk through a puddle of it on the ground and track the plague goo into your fort before dying the inevitable horrible death. As long as you have a healthy clothing industry, though, (and thus plenty of shoes and socks) it shouldn't matter if your dwarves walk through it.

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