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Moltenchannel's council decisions

Our uniform shall be blood (red)
- 0 (0%)
Danger room training shall be forbidden.
- 0 (0%)

Total Members Voted: 0

Voting closed: April 02, 2013, 10:22:42 am


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Author Topic: Moltenchannels - The magma flows - FINAL TURN (Ardentdikes II)  (Read 383846 times)

Triaxx2

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Re: Moltenchannels - The gates of hell (Ardentdikes II)
« Reply #1335 on: July 25, 2014, 10:09:33 pm »

The better question is what can't go wrong and how can it be made to do so?
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Wastedlabor

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Re: Moltenchannels - The gates of hell (Ardentdikes II)
« Reply #1336 on: July 26, 2014, 05:08:38 am »

My, how many dwarves are left? We started the year with 125 I think.

Also, in the top left corner of the north yard there's two levers that open the underground to the surface too, via the small crundle pen.
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He stole an onion. Off with his head.
I wonder, what would they do if someone killed their king.
Inevitable, who cares. Now an onion...

Urist McKiwi

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Re: Moltenchannels - Sieged by Forgotten Beasts (Ardentdikes II)
« Reply #1337 on: July 27, 2014, 04:01:41 am »

More importantly than all this: Have I died again?


Edit: Also my towers are not "broken". They are stunning and elegant and totally as I intended them to be. How dare you belittle them, dying goblin!
« Last Edit: July 27, 2014, 04:06:43 am by Urist McKiwi »
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notquitethere

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Re: Moltenchannels - Sieged by Forgotten Beasts (Ardentdikes II)
« Reply #1338 on: July 27, 2014, 04:06:47 am »

I don't think so. I'll check in approximately seven hours time. We only lost maybe 20 dwarves. More importantly, we lost someone's beloved pet sheep and that's threatening a tantrum spiral...
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Urist McKiwi

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Re: Moltenchannels - Sieged by Forgotten Beasts (Ardentdikes II)
« Reply #1339 on: July 27, 2014, 05:04:28 pm »

I don't think so. I'll check in approximately seven hours time. We only lost maybe 20 dwarves. More importantly, we lost someone's beloved pet sheep and that's threatening a tantrum spiral...

Most forts send their soldiers out with dogs. Or tigers. Or bears.


Us? We send a sheep.



If the fort ends up dying to tantrums we can always either reclaim it (assuming it isn't corrupted) or move on to the new versions (if they're stable enough for a long-term succession). Unfortunately if it ends up killing too many people we'll have no choice but to end the fort...since migrants won't be turning up to help us.
« Last Edit: July 27, 2014, 05:06:46 pm by Urist McKiwi »
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Ghills

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Re: Moltenchannels - Sieged by Forgotten Beasts (Ardentdikes II)
« Reply #1340 on: July 28, 2014, 12:26:16 pm »

I don't think the new version is stable. Toady just fixed several serious issues (including HULK!trees) and there are more remaining. 

Reclaim would be interesting.  Hopefully not needed, though.
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Ye know, being an usurper overseer gone mad with power isn't too bad. It's honestly not that different from being a normal overseer.
To summarize:
They do an epic face. If that fails, they beat said object to death with their beard.

Wastedlabor

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Re: Moltenchannels - Sieged by Forgotten Beasts (Ardentdikes II)
« Reply #1341 on: July 28, 2014, 02:31:51 pm »

I think it's fine if eventually only a few dwarves remain bunkering wherever they can while trying to purge the "curse"/reseal the hellish caverns with magma.

Old Ardentdikes survived the fb extract curse by holding in a small side fort while the magma flooding mechanisms were activated.
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He stole an onion. Off with his head.
I wonder, what would they do if someone killed their king.
Inevitable, who cares. Now an onion...

Urist McKiwi

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Re: Moltenchannels - Sieged by Forgotten Beasts (Ardentdikes II)
« Reply #1342 on: July 28, 2014, 05:51:13 pm »

I think it's fine if eventually only a few dwarves remain bunkering wherever they can while trying to purge the "curse"/reseal the hellish caverns with magma.

Old Ardentdikes survived the fb extract curse by holding in a small side fort while the magma flooding mechanisms were activated.

The problem is that old Ardentdikes had migrants. Eventually. We have no means of re-establishing the population except to create a dwarven breeding colony and switch to 10-year turns for a few generations. But if we do end up with only a few people, we can go for a suitable death for them.

.....on a completely unrelated note: is the magma purge system currently hooked up properly?
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Triaxx2

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Re: Moltenchannels - Sieged by Forgotten Beasts (Ardentdikes II)
« Reply #1343 on: July 28, 2014, 08:18:01 pm »

Probably not. We could theoretically divert power to the water lift and flood the fortress with that, but to my knowledge the magma system was never finished.
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Urist McKiwi

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Re: Moltenchannels - Sieged by Forgotten Beasts (Ardentdikes II)
« Reply #1344 on: July 29, 2014, 02:40:11 am »

Probably not. We could theoretically divert power to the water lift and flood the fortress with that, but to my knowledge the magma system was never finished.

Well if all else fails we can heroically sacrifice a miner to tunnel into the volcano. It'll be hell to clear out again, but not *completely* impossible. Still, let's put that down as a good reason not to need to do it. :)
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Wastedlabor

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Re: Moltenchannels - Sieged by Forgotten Beasts (Ardentdikes II)
« Reply #1345 on: July 29, 2014, 06:04:41 am »

The tunnel that ends in a fortification in front of the door of the little temple is linked to the left column of levers in the chamber north of the depot. Good ol' bridge floodgate method, in case pumping fails.

You may want to dig tunnels to all the other alunite bridge floodgates, except the bottom one (ran out of levers there :P)
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He stole an onion. Off with his head.
I wonder, what would they do if someone killed their king.
Inevitable, who cares. Now an onion...

Wastedlabor

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Re: Moltenchannels - Sieged by Forgotten Beasts (Ardentdikes II)
« Reply #1346 on: July 29, 2014, 09:46:59 am »

... I went on to try a reclaim (with 60 animals as cannonfodder) to see if that fixes the population bug. But this may be slightly complicated by the fact the dwarves arrive surrounded by goblins, undead, necromancers and dozens of sniping flying forgotten beasts of doom setting every corner of the map on fire.

Basically everybody is dead before they can walk 50 tiles.

Edit: Oh, everything is rather peaceful on re-reclaim.

Edit 2: Oh, apart from the FBs setting the inside of the fortress on fire.
« Last Edit: July 29, 2014, 09:58:28 am by Wastedlabor »
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He stole an onion. Off with his head.
I wonder, what would they do if someone killed their king.
Inevitable, who cares. Now an onion...

Urist McKiwi

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Re: Moltenchannels - Sieged by Forgotten Beasts (Ardentdikes II)
« Reply #1347 on: July 29, 2014, 05:18:56 pm »

Oh, apart from the FBs setting the inside of the fortress on fire.

So it's reverse of the usual condition. Nothing to worry about, really.
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Wastedlabor

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Re: Moltenchannels - Sieged by Forgotten Beasts (Ardentdikes II)
« Reply #1348 on: July 29, 2014, 05:32:51 pm »

I managed to burrow a few dwarves in the temple while the many FBs deal with 300 bunnies and cavy boars. If I can restart the little farm before sealing them I may be able to check if we get migrants. :o
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He stole an onion. Off with his head.
I wonder, what would they do if someone killed their king.
Inevitable, who cares. Now an onion...

Urist McKiwi

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Re: Moltenchannels - Sieged by Forgotten Beasts (Ardentdikes II)
« Reply #1349 on: July 29, 2014, 05:49:19 pm »

I managed to burrow a few dwarves in the temple while the many FBs deal with 300 bunnies and cavy boars. If I can restart the little farm before sealing them I may be able to check if we get migrants. :o

This will be exceptionally useful if we do.

Also, if you *don't* get more than the hardcoded migrant waves, it might be worth seeing in Legends if dwarves have gone extinct.

Edit: And if they have, are we responsible?
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