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Author Topic: What's going on in your fort?  (Read 3832334 times)

smjjames

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Re: What's going on in your fort?
« Reply #32445 on: January 24, 2014, 02:40:00 pm »

I'll have to dig into the init file then.  I assume you rename ladydorfs that get married and then rename the kids?

Yup.  It's not a hassle beyond the initial big renaming spree.  These days, it's just 1 or 2 dorfs every few years (I no longer get migrant waves).


Lemme guess, number of dead in the units list over 3000? Or ran out of historical migrants? In the population boost up to 200, I got lots of former outpost liaisons, also lots of seemingly randomly generated families with zero skill 'children' that have actual age as adults.
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VerdantSF

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Re: What's going on in your fort?
« Reply #32446 on: January 24, 2014, 02:44:37 pm »

Lemme guess, number of dead in the units list over 3000?

Not this time around, though it's getting up there.  I'm just at my population cap.  I already cleared out my unit list a while back using that handy dwarf-only script.

ImagoDeo

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Re: What's going on in your fort?
« Reply #32447 on: January 24, 2014, 03:05:06 pm »

The barrier to naming all of my dwarves, at the moment, is history.

Each dwarf comes with his or her own lineage, which resides primarily in Legends, and to which I have no access. *sigh* My own fortress could develop this trend, but only my own fortress: I can't do it for all of a world.
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What would it be like to live in a world that was copy/pasted? Would we even notice? If not, how many times have we switched celestial harddrives or whatever?

VerdantSF

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Re: What's going on in your fort?
« Reply #32448 on: January 24, 2014, 03:18:44 pm »

How much time do you spend in Legends Mode compared to Fort Mode, though?  What I can immediately observe in Fort Mode is all I really care about in terms of lineage.  Lineage in Legends Mode is still real and valid, but the fact that a family patriarch doesn't share a surname with his grandfather doesn't bother me.  To me, my fortress represents a pivotal moment in my dwarf civ's history, when not only a new colony was founded, but new families, as well.

fractalman

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Re: What's going on in your fort?
« Reply #32449 on: January 24, 2014, 05:12:42 pm »

Duping creature raws, starting with the FIRST creature in creatures(old?).txt: bluejays.

embarked with humans instead of dwarves.
end up embarking twice due to oops-"failed-jungle"-should-really-have-tipped-me-off-this-is-a-reanimating-biome.
second embark, used "play now".  clothing made out of tallow, plenty of "unknown-creature-substance" quivers and bags, and...

a spider(man?) chitin chest. with a seed inside of it. sweet!

Next up: duping the raws for the five major races (dwarves humans elves goblins kobolds). Only question is: do one at a time first, or all 5 at once first?



How do all of you keep track of families inside your forts?

In the d_init file, I change [NICKNAME_DWARF:REPLACE_FIRST] to [NICKNAME_DWARF:REPLACE_ALL].  Then I "nickname" each dwarf with their full name.  Therapist caps characters at 16, but if you do it manually in the game, the limit is over 30 characters.
Definitely doing that. 
« Last Edit: January 24, 2014, 05:22:42 pm by fractalman »
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This is a masterwork ledger.  It contains 3719356 pages on the topic of the precise number and location of stones in Spindlybrooks.  In the text, the dwarves are hauling.
"And here is where we get the undead unicorns. Stop looking at me that way, you should have seen the zombie deer running around last week!"

VerdantSF

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Re: What's going on in your fort?
« Reply #32450 on: January 24, 2014, 09:40:38 pm »

Relicshield, pop. 155, Mid-Autumn of 349 (Year 98)

While retrieving some items from a dump site, siege engineer Sigun Bannerrain was killed when struck by a piece of leather thrown into the pit from above :(



The worker Doren Faithtorch was also injured by falling leather while retrieving Sigun's body.  He only suffered a bruise, but Mayor Mosus II Lanterngaze-Anguishedpages immediately forbid all items in the vicinity.  It's unsure how any items in that area had been marked for retrieval.  As a precaution, all dump sites are scheduled for review. 

*Edit* Several other dwarves were found injured, including Zefon Taxeddagger, son of the late Duke Phyllite Taxeddagger.  After being struck by falling junk, he fell unconscious on top of a cage trap.

Late Autumn of 349

The Evils of Spray laid siege right after the arrival of the dwarven caravan.  There were many reservists close by on the ramparts, as well as in the field gathering plunder from the previous battle.  They held off the goblins until the elite troops arrived.  All the merchants and their beasts of burden were saved.  The fortress-wide alert for sieges wasn't even needed for the first time in Relicshield's history!  Reservists throughout the fortress carried out their duties, fighting when necessary and hauling items once the enemies nearby were defeated.
« Last Edit: January 24, 2014, 10:51:47 pm by VerdantSF »
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Lolfail0009

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Re: What's going on in your fort?
« Reply #32451 on: January 24, 2014, 11:23:04 pm »

Getting back into Dwarf Fortress after spending much time infuriated staring at Notepad++ adding dungeons to Starbound.

Fortress: Dawntrades
Group: The Mysterious Sabre

Mods:
  • EVERYTHING FROM SPEARBREAKERS
  • 'Skythes', huge avians that dwell in caves and huger Megabeast ones in the mountains

Dwarves:
  • 'Ranna' Lilumezum
  • 'Mosrael' Lecadtosid
  • 'Kibeth' Edemging
  • 'Dyrim' Luzatcerol
  • 'Belgaer' Lolumnish
  • 'Saraneth' Onamlogem
  • 'Astarael' Sokannish

Let's do this.



Upon arrival, I quickly learned that the topographical embark view meant change in height and not absolute height, so the starting seven are now overlooking a cliff instead of burrowing into it. Also, alligators. Time to give this some [d] and then hit the spacebar.


Edit: Apparently MosraelXDyrim and BelgaerXSaraneth are things. Maybe they'll marry in the future, if they don't die.
Edit2: Migrants arrived promptly, on the 19th of Malachite. They have been designated 19MAL61 - M1 through to 19MAL61 - M9
« Last Edit: January 24, 2014, 11:59:30 pm by Lolfail0009 »
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ZzarkLinux

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Re: What's going on in your fort?
« Reply #32452 on: January 24, 2014, 11:47:19 pm »

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Lolfail0009

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Re: What's going on in your fort?
« Reply #32453 on: January 25, 2014, 12:29:58 am »

~Dawntrades~

More migrants arrived - the 03SAN61 wave.

Was just getting my workshops up and running and some kid, 19MAL61 - M3, gets possessed.
I saw this and all I could think was something along the lines of:
OVERRIDING AUTONOMOUS CONTROL.
UNIT 19MAL61 - M3 CONSTRUCTION OVERDRIVE.
ERROR 000005: UNABLE TO OVERCLOCK NEURAL SYSTEM. UNIT WILL REMAIN UNCHANGED UPON TERMINATION OF MANUAL CONTROL.


Edit: He took three logs and made a piccolo, Onulerith "The Wayward Throat". Wondrous start.
« Last Edit: January 25, 2014, 12:33:22 am by Lolfail0009 »
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Larix

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Re: What's going on in your fort?
« Reply #32454 on: January 25, 2014, 02:04:29 am »

Relicshield, pop. 155, Mid-Autumn of 349 (Year 98)

While retrieving some items from a dump site, siege engineer Sigun Bannerrain was killed when struck by a piece of leather thrown into the pit from above :(



The worker Doren Faithtorch was also injured by falling leather while retrieving Sigun's body.

Hmyes, how the first dwarf manages to get themselves hurt in those cascades is usually a bit of a mystery - it could be someone going "on break" after dumping something, which often entails standing around in the immediate vicinity of the last job location or deciding to "clean" something ridiculously dangerous. Way too often, one never finds out.

But everything after the first tends to be "recover wounded", "place item in tomb", "pickup equipment", "store item in stockpile", i.e. interactions with a wounded or killed dwarf. Everything involving dead dwarfs can be blocked thoroughly by proper "o"rders "F"orbid settings. I generally forbid all death items. Makes corpse-handling (including own corpses) more of a hassle but also much safer. Took me a bit of adjustment, but getting rid of the infamous "haulers run into the sieging army to grab socks" suicide rushes was definitely worth it.
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Lord_lemonpie

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Re: What's going on in your fort?
« Reply #32455 on: January 25, 2014, 07:19:49 am »

I just needed to test one of my pits, and ,of course, my test subject was a dwarven child. I constructed a hatch cover above the opening of the pit, assigned the kid to a burrow placed there, and let my manager pull the lever. Everything worked and the kid died. I engraved a slab for the poor fellow, and accidentaly I pressed v instead of enter when I wanted to place it. This is what it said:.
 I have absolutely no idea why some random duck was mentioned on the slab and given a name for doing nothing.

MrWillsauce

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Re: What's going on in your fort?
« Reply #32456 on: January 25, 2014, 07:21:18 am »

Use ducks as a scapegoat when people object to your child murdering machines.
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Lord_lemonpie

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Re: What's going on in your fort?
« Reply #32457 on: January 25, 2014, 08:29:11 am »

Use ducks as a scapegoat when people object to your child murdering machines.
Sig'd

Mr Space Cat

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Re: What's going on in your fort?
« Reply #32458 on: January 25, 2014, 10:16:19 am »

Steelshaft, Year 3 since embark, 1st of Granite 128. Population 70.

It came to my attention there's 20 something idlers, with all 6 stoneshapers with no jobs. They should be making blocks right now, what's going--

Oh wow, we're out of stone. Sound the alarms, the end of the world is nigh. Guess I'll set the miners to digging out some bedrooms or something.
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Made a new account that I use instead of this one. Don't message this one, I'm probably not gonna use it.

New account: Spehss _

Aslandus

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Re: What's going on in your fort?
« Reply #32459 on: January 25, 2014, 10:22:58 am »

My woodcutter went beserk and killed at least 3 dwarves with her axe, it wouldn't be that noteable, except that I had only just had my first liaison visiting the fortress, and it left me with only seven useful dwarves, and three who went insane in other colorful ways...
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