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Author Topic: What's going on in your fort?  (Read 5854403 times)

Lielac

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Re: What's going on in your fort?
« Reply #32310 on: January 20, 2014, 06:47:11 pm »

make a butcher's shop right next to him

I find myself doing this a lot. Hunter shoots a beastie full of holes, said beastie expires AFTER the hunter has Canceled hunt: out of ammunition. The huntard doesn't even turn around to see whether or not the damn thing died. So far I've had to build two or three shops outside the walls: one for a rhino and another for an elephant.

I have a corpse/refuse stockpile next to a butcher's shop that seems to take care of most issues like that. I only did this in this instance because the last time an FB died in a salvagable manner (many, many forts ago) I was biting my fingers the whole time it was being laboriously dragged to the stockpile. This time I didn't want any chance that the body would rot on the way to the butcher.
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Lielac likes adamantine, magnetite, marble, the color olive green, battle axes, cats for their aloofness, dragons for their terrible majesty, women for their beauty, and the Oxford comma for its disambiguating properties. When possible, she prefers to consume pear cider and nectarines. She absolutely detests kobolds.

Splint

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Re: What's going on in your fort?
« Reply #32311 on: January 20, 2014, 07:38:44 pm »

So far so good in Necroclasps. The dining area, several apartments, wood and stone storage and working areas, a pen for cattle, and a hatchery for turkeys have all be dug out. So far we've found no metals other than zinc ore and a dab of tetrahedrite (and where there's a little tetrhedrite there's bound to be several metric fucktons of it,) so it's likely that later in the fortress' life, much of the furnishings will be made of brass.

There also appears to be an absolutely ridiculous amount of low value sards and morions everywhere in this place, so jewelers may actually find a somewhat decent home here. I have also resolved to not use stone for doors, chairs, or tables simply on the grounds that this place aims to eat off the remains of that which the elf holds most sacred.

Drecon

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Re: What's going on in your fort?
« Reply #32312 on: January 20, 2014, 07:58:24 pm »

Whoops. Just starting out again and apparently I had my meeting area outside, while everything was going on inside. Goblins made off with all three of my kids.

Place is all walled off now, so nothing like it will happen again. Nevertheless, it was pretty sloppy of me.
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Lielac

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Re: What's going on in your fort?
« Reply #32313 on: January 20, 2014, 08:06:39 pm »

Laborfords
15th Sandstone, 213



This is actually the third FB Laborfords has been visited by, but the second appeared in the second cavern almost a year ago and I don't have that secured. Lurak was kind enough to pop into the waiting room, however, and now awaits his appointment to admire a tastefully arranged artifact gypsum table and then get crushed under a falling ceiling.

Also, I finally figured out how to upload maps to the DFMA. :D

Edit, 22nd TIMBER!!!!!:



Hehehehehe. I just hope that poisonous blood doesn't make for hazardous eating!

Edit2, 4th Moonstone:
234 meat, 10 brain, 32 intestines, 5 heart, 2 eyes, 17 units of fat. LOVELY! :D
« Last Edit: January 20, 2014, 08:39:45 pm by Lielac »
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Lielac likes adamantine, magnetite, marble, the color olive green, battle axes, cats for their aloofness, dragons for their terrible majesty, women for their beauty, and the Oxford comma for its disambiguating properties. When possible, she prefers to consume pear cider and nectarines. She absolutely detests kobolds.

ZzarkLinux

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Re: What's going on in your fort?
« Reply #32314 on: January 20, 2014, 09:11:42 pm »

Moody Dwarves. I swear they get on your nerves. First, I had been moving things to the forges, so I forbade all the metal / candy to keep moody dwarves hands off. So OFC I have a moody dwarf get stuck. Okay, unforbid some copper and she's happy. Second, she freezes up again. I see "cloth", so I change a miner to yarn weaving. Still stuck, so I think I ran out of silk. Open up Cavern One, assign all miners and laborers to Weaving and Item Hauling. Get lots of silk thread and cloth. She's still stuck. Finally I see "gems" and forgot that we ran out of cut gems, but we have tons of rough ones. Assign other miners and all masons to jewelry. Finally she goes and grabs three cut gems and starts her project. All this work, and it's only "possessed dwarf" too !

My only forgotten beast is stuck between edge-of-map and my cavern bunker. So I open up Cavern Three and we start chopping the untold amounts of forests down there. Now the woodcutter needs to stop taking breaks and actually cut the wood that's right in front of him ! During this whole process, I kept getting "Ambush Curse Them" messages on the surface. Apparently a human caravan got stuck on the surface so long that they went berserk. I have no idea how they got "stuck" out in an open field but whatever have fun up there ! The Dwarves ! I'm watching the magma forge light show (you know how they glow-and-dim while the tub fills with magma below). I notice some dwarves running down to my obsidian farm to clean the magma. Oh look ! Dirty Magma ! I'm gonna jump in and clean it ! And my bun! All he does is bite my feet while I play DF, or !#$@ his #$*!$@& stuffed animal that I got him for Christmas. He's so spoiled !

/rage
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Gtetr

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Re: What's going on in your fort?
« Reply #32315 on: January 20, 2014, 09:23:53 pm »

(first post on bay12 forums, yay.)

I finally got a fort through a full year without ragequitting or running out of food. I've hit another problem though: running out of booze. Additional farms are on the way but the fort might have to go a full season without alcohol. Desperately hoping everyone won't go too mad.

In the meantime, loads of trade goods are being made for the next caravan, mostly made out of dolomite as it's the only stone I could actually find.

Things are generally going smoothly.
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Jervill

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Re: What's going on in your fort?
« Reply #32316 on: January 20, 2014, 09:46:33 pm »

Consider expanding your farm plots or having two (or more) stills working non-stop to prevent a booze shortage, Gtetr.  Even a short term one can cause major problems.
Also, purchase as much alcohol from elves, humans, & dwarves to make up the difference for a while.
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Larix

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Re: What's going on in your fort?
« Reply #32317 on: January 20, 2014, 09:51:02 pm »

The 28th year of Ustanoddom, "Blamelesscloister" is well underway, we've weathered this year's goblin season with 21 goblins killed and no loss of dwarven life. The elven caravan fell victim to the ridiculous latency in caravan pathing - the safe bridge had been lowered, but they still took the longer path through the minecart grinder because that was the only path available when they last pathed, a few hundred tiles away. Well, not so much the way through but rather into the minecart grinder. So far, no unit has made it more than half-way through when active, and no-one has survived.

I couldn't really redirect the elves in an easy way, because _of course_ their arrival coincided with a multi-squad goblin ambush and the pathing doors at the far side of the grinder were "taken by invader" and couldn't be interacted with. On the brighter side, i was attentive enough this time to avoid loss of dwarven life. The "children seek to be near their mother" algorithm, which is even more demented than caravan pathing, regularly sends children on a two-day treck way beyond any security perimeter, so they can stand in the ditch _outside_, but of course only 2 tiles (of solid ice wall) away from their mother's referenced location. Last year, that one managed to send a kid wandering brazenly into the elf-slaughter acted out by the goblins, and of course it became collateral damage. That was the first citizen death since the glitched goblin snatching a child and getting caged _with the child_ - about five years ago.

The year before, i noticed a large number of ranged goblins popping up in the kill list, but it looked like there were two squads and one was only half accounted for. On a hunch, i sent the marksdwarf squad to check out the ditch, and sure enough, two crossbowgoblins sat in the ditch, one still in reasonable shape to take shots. My marksdwarf team is a serious liability, because it consists of two female dwarfs who have eight kids between them, who follow them everwhere they go. This time, however, that turned out to be a blessing in disguise, because one kid volunteered as bolt dispository. The little tyke was shot up quite badly, but neither goblin loosed at the marksdwarfs, so they could take them out without danger, and Litast was promptly scooped up and stitched back together, with five rounds of sutures, four wound dressings and four plaster casts. He's got a bunch of scars but no lasting damage apart from sensory nerve damage in one hand. I've since installed raising bridges in the trench, so any survivors sitting in there can simply be crushed.

Dwarfcount is up to 73, i'm planning to load the remaining three minecarts in the grinder with gold nuggets - they'll need the weight to shift the larger beasts that come along with sieges, and i can't rely on carts keeping moving. I don't know what does it, but every forty goblins or so, a cart gets stopped and the next in line has to take over. The chief minecart now has reached 115 kills (in twelve years): a mule, a horse, five elves (stupid caravan pathing), seven kobolds, the rest goblins. The second cart has twenty-four kills, the third only one. Carts four to six have never dealt with invaders, they only got five kills in the testing run - i released a hammergobbo squad on the inside, to see if they'd get out...

PS:

Quote from: Lielac
Quote from: ImagoDeo
[Makeshift butcher shop to deal with a heavy corpse "out in the field"]
I find myself doing this a lot. Hunter shoots a beastie full of holes, said beastie expires AFTER the hunter has Canceled hunt: out of ammunition. [...]So far I've had to build two or three shops outside the walls: one for a rhino and another for an elephant.

I have a corpse/refuse stockpile next to a butcher's shop that seems to take care of most issues like that. I only did this in this instance because the last time an FB died in a salvagable manner (many, many forts ago) I was biting my fingers the whole time it was being laboriously dragged to the stockpile. This time I didn't want any chance that the body would rot on the way to the butcher.

One word: wheelbarrows.

Wheelbarrows can be assigned to _any_ stockpile, not just stone. I regularly use them for furniture (particularly for specialised stockpiles for metal furniture), "animal" (i.e. cages, occupied and optionally empty) and refuse stockpiles specialised on heavy corpses. The butcher's shop sits next to the stockpile, possibly with a give link from there. Corpses get wheeled to the stockpile at normal dwarven walking speed and the butcher can work in relative safety. Downside is that dismembered corpses get transported one piece, i.e. one wheelbarrow tour, at a time.

The number of hauling jobs that can be assigned from a stockpile is also limited to the number of wheelbarrows if any are stationed there, so they can help limit the number of haulers who swarm out into dangerous areas.

PPS: my knife-and-whip militia uses the knives (large iron daggers) as primary weapons, but it seems the game doesn't properly recognise them as weapon skill. A dwarf with only knife and no "proper" weapon skill will become a recruit when activated, and the display in the 'm'ilitary screens doesn't list it as "knife user" but rather as "skilled" - i.e. that's the displayed skill name - "novice skilled", "great skilled" and, yes, "skilled skilled".

At least the backup whips give them lasher rank so they don't get "activated without military skills" unhappiness.
« Last Edit: January 20, 2014, 10:18:33 pm by Larix »
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Lielac

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Re: What's going on in your fort?
« Reply #32318 on: January 20, 2014, 09:56:04 pm »

(first post on bay12 forums, yay.)

I finally got a fort through a full year without ragequitting or running out of food. I've hit another problem though: running out of booze. Additional farms are on the way but the fort might have to go a full season without alcohol. Desperately hoping everyone won't go too mad.

In the meantime, loads of trade goods are being made for the next caravan, mostly made out of dolomite as it's the only stone I could actually find.

Things are generally going smoothly.

Congratulations on your first moderately successful fort and your first post!

Laborfords
Mid-Autumn 213

Nothing to report on the update front. The Overseer has figured out DFMA and is uploading yearly status maps with snarky comments to herself. Wait, no, there is one update: I decided to enshrine the wagon, since it's been more than a decade and I still haven't deconstructed it. I don't need the wood anymore, that's for sure...
« Last Edit: January 20, 2014, 09:59:31 pm by Lielac »
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Lielac likes adamantine, magnetite, marble, the color olive green, battle axes, cats for their aloofness, dragons for their terrible majesty, women for their beauty, and the Oxford comma for its disambiguating properties. When possible, she prefers to consume pear cider and nectarines. She absolutely detests kobolds.

Lich180

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Re: What's going on in your fort?
« Reply #32319 on: January 20, 2014, 10:42:29 pm »

A season shouldn't be too bad, as long as you have water around. Should give you just enough time to get some booze stocked up.

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emeralis00

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Re: What's going on in your fort?
« Reply #32320 on: January 21, 2014, 12:10:11 am »

I was filling up a small cistern when something clogged the intake...

That is a body of a kobold thief. I got no notification of the thief so it must have tried sneaking in through a tunnel and got swept up in the water when I opened the floodgate and closed the grates, depositing the kobold down a ten Z-level drop.
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Lielac

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Re: What's going on in your fort?
« Reply #32321 on: January 21, 2014, 12:21:50 am »

I was filling up a small cistern when something clogged the intake...

That is a body of a kobold thief. I got no notification of the thief so it must have tried sneaking in through a tunnel and got swept up in the water when I opened the floodgate and closed the grates, depositing the kobold down a ten Z-level drop.

Oooooooooh. Nice!

Laborfords
14th Malachite, 214



The elder of Minkot's two sons has withdrawn into a strange mood. Unfortunately it's a woodcrafting mood, but on the other hand I'm drowning in wood so maybe he'll become useful anyway. Maybe.
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Lielac likes adamantine, magnetite, marble, the color olive green, battle axes, cats for their aloofness, dragons for their terrible majesty, women for their beauty, and the Oxford comma for its disambiguating properties. When possible, she prefers to consume pear cider and nectarines. She absolutely detests kobolds.

dirkdragonslayer

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Re: What's going on in your fort?
« Reply #32322 on: January 21, 2014, 12:32:32 am »

Playing kobold camp, and decided to settle on a lake, and build 4x4 huts. first winter rolls in, and three Forest Spiders roll into town, web all my animals, and slowly kill them one by one. they take out half my camp before they are stopped. Strangely enough, the person who stopped them was a random farmer who wrestled them until they were unconscious, then would knock them into the thawing lake to drown.

Then the black bears came, mauled about 1/4 of my population, and stole the majority of my food supply, leaving 8 starving bolds surrounded by blood and corpses(And Webs!). next time I will build walls and a proper military by winter, because these fools are gonna starve.

Side Note: I learned kobold vomit floats! as one poor bold puked on the ice lake before he was gruesomely ripped apart by giant spiders, and when the lake thawed, it floated over the water!(The blood sank to the bottom in a spatter, and his limbs were scattered throughout the lake floor) Making new discoveries about DF every day!
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"Games come and go, and we all get tired of some games after time, but Dwarf Fortress seems to grab me by the leg every couple months and drags me back with it's bloody, ASCII claw. I think this game has given me Stockholm syndrome, but I love it so, and it's simplistic style yet extremely complex mechanics are like fine art, like a beautifully crafted ☼Cave Spider Silk Sock☼" - Dirk 3/31/2014
TAIL SHOOOOES!

Lielac

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Re: What's going on in your fort?
« Reply #32323 on: January 21, 2014, 01:06:51 am »

Laborfords
8th Sandstone, 214



Okay, I am definitely dropping a roof on your head. Poisonous gas, eugh.
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Lielac likes adamantine, magnetite, marble, the color olive green, battle axes, cats for their aloofness, dragons for their terrible majesty, women for their beauty, and the Oxford comma for its disambiguating properties. When possible, she prefers to consume pear cider and nectarines. She absolutely detests kobolds.

the1337doofus

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Re: What's going on in your fort?
« Reply #32324 on: January 21, 2014, 01:54:12 am »

Laborfords
8th Sandstone, 214



Okay, I am definitely dropping a roof on your head. Poisonous gas, eugh.

Ooooh, that looks like a Fun megabeast.....

Stable 68 refugee outpost "Hope", 1200
Well, we've finally gotten the wagon here. Lace and Buckdagger are underground digging us out some basic living facilities to live in while we construct the topside village. Two mares, Gemsparkle and Angelhope, decided to start digging around scrap piles and cutting open old.... are those tanks? Coooooll.....
Anyways, we've been getting relatively intact crates with labels from prewar companies out of the wrecks of some of the fallen skywagons, can't wait to see what's inside them. All has been quiet, although I don't like the look of those bunnies. No bunny should glow balefire green.
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Quote from: /k/
Multiple babies means that the force is distributed per baby, so less force total per baby.
burning dwarves is a sign of productivity
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