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Author Topic: What's going on in your fort?  (Read 3681470 times)

Tacomagic

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Re: What's going on in your fort?
« Reply #36990 on: September 06, 2014, 12:30:06 pm »

Tried chaining up some wolves I caught so they could breed while my dwarves learned about training wolves, unfortunately it seems chained creatures can now attack dwarves if they're at semi-wild... not sure if that's a bug or what is supposed to happen... I stuck them back into the cage after they knocked one of my dwarves unconscious by scratching his head...

Leashing animals is kinda strange right now.  Whenver I leash a wild animal, it gets removed from the training list and has to be recaptured.   And, just like you saw, the game tends to treat leashed animals as inherently hostile if they aren't domestic.

Very strange.  I think there are bug reports in on both of those, but I'm not 100% sure on the second one.
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Wolfhunter107

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Re: What's going on in your fort?
« Reply #36991 on: September 06, 2014, 12:57:41 pm »

Everyone dehydrated...
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Just ask yourself: What would a mobster do?
So we butcher them and build a 4chan tallow soap tower as a monument to our greatness?

Tacomagic

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Re: What's going on in your fort?
« Reply #36992 on: September 06, 2014, 01:21:16 pm »

Everyone dehydrated...

That's the shortest flash story I think I've ever seen.
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Wolfhunter107

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Re: What's going on in your fort?
« Reply #36993 on: September 06, 2014, 02:11:09 pm »

Started a new fort, and am beginning to set up a temporary fort in a nearby hill to get my dwarves out of the weather.
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Just ask yourself: What would a mobster do?
So we butcher them and build a 4chan tallow soap tower as a monument to our greatness?

Epthelyn

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Re: What's going on in your fort?
« Reply #36994 on: September 06, 2014, 02:24:06 pm »

Wasn't paying attention yesterday evening and saved my fort during an elven siege. I started the game up to find that one of the elves has taken the door and there is absolutely nothing I can do to stop them :(
I was planning on locking that door...

Oh well, was only Spring of the 2nd year  :-\
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Quartz_Mace

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Re: What's going on in your fort?
« Reply #36995 on: September 06, 2014, 05:16:36 pm »

Oh no! There are carp in the river! It should be fine... Armok have mercy there spawning vicious little children!
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Nikita

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Re: What's going on in your fort?
« Reply #36996 on: September 06, 2014, 05:21:51 pm »

4 out of 6 of my marksdwarves refuse to equip bolts :/

Symptoms:
- There are plenty of bolts in the stockpile
- The bolts are not forbidden or dumped or being used for anything
- all but one of the marksdwarves have quivers
- The ammo (bolts) is assigned to my squad in military screen.
- Squad is set to Active/Training
- Schedule is set to Train (3 min) all year round.
- They do have an archery range designated. I even saw the two dwarves who actually have bolts use it once in a while.
- Game version is 40.10

Any ideas?
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Quartz_Mace

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Re: What's going on in your fort?
« Reply #36997 on: September 06, 2014, 05:38:48 pm »

Double check on the quiver situation. Even if you have enough, they might not use them, but producing more worked for me when mine had the same problem.
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Welcome, newcomer, to this place of madness, also referred to as the forums of the Twelfth Bay. I hope you enjoy your stay.
Quartz Mace cancels living: demons embedded in everything.
Ass möde is a way of life
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Tacomagic

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Re: What's going on in your fort?
« Reply #36998 on: September 06, 2014, 10:42:26 pm »

Ahh, the fun of were armadillos.  Had one show up.  Bit a dwarf (I missed it in the logs) and then got smeared by my military.

A month later, the bit dwarf rampages in my dining room.

10 seconds later I have half as many dwarfs, a werearmadillo corpse, not enough coffins, and probably no more problem.

Well, you know, aside from the massive tantrum spiral.
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Isharia

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Re: What's going on in your fort?
« Reply #36999 on: September 07, 2014, 01:51:44 am »


I clearly need to do something with all of this stuff...
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Sentient Bowtie

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Re: What's going on in your fort?
« Reply #37000 on: September 07, 2014, 01:52:38 am »

q
select kitchen
lavish meals
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Isharia

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Re: What's going on in your fort?
« Reply #37001 on: September 07, 2014, 01:55:58 am »

yeah, im restarting cooking.  I had workflow on, which is what limited everything until it clearly spiraled out of control.

7 cooks / brewers just to reduce stock into lavish meals to give away pretty much.
« Last Edit: September 07, 2014, 02:00:51 am by Isharia »
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khearn

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Re: What's going on in your fort?
« Reply #37002 on: September 07, 2014, 03:30:51 am »

An Elven caravan just arrived. They brought a tame leech. Only the elves would bring a tame leech.

Heck, only the elves would tame a leech. How, exactly, does one go about taming a leech, anyways?

No, nevermind, I don't really want to know.

Just for this, I'm starting up lead goblet production. Anyone who tries to sell me a tame leech deserves to die from lead poisoning.


   Keith

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Chevaleresse

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Re: What's going on in your fort?
« Reply #37003 on: September 07, 2014, 03:59:18 am »

I'm rather embarrassed to admit that I abandoned a burgeoning 59-dwarf fort after I lost a total of eight dwarfs to troglodytes. I could accept cave crocs or some random FB or animal men, but fucking troglodytes?
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Larix

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Re: What's going on in your fort?
« Reply #37004 on: September 07, 2014, 10:00:46 am »

Seems my bane right now are werebeasts. Forgot to switch off invaders, and one showed up, a dozen civilians piled on top of it and all got bitten. So i crashed the game and took it up from the last save again.

There's definitely some sort of aggressiveness from civilians now - non-war dogs assaulted a kangaroo (which didn't properly fight back) and kept bothering it when it fainted from exertion, so i sent in the military. The kill was made by a civilian stonecrafter who had apparently decided to follow her husband into battle. She walked right up to the animal and wrestled it to death.

Good news: water "boulders" may no longer break bones by themselves, but water cannons still appear to be effective. A horse foal just died. The first hit didn't mean much, it was just struck by the filled cart and thrown across half the map. But when it then lay there unconscious, it was pushed a dozen steps further by an incoming blob of water and the skidding on the floor pulped its head. I'll have to see if i can get a cannon to work on an invadeable map, but i fully expect decent performance. Perhaps i should pick a volcano and go full magma?

Another bridge test, this time with random garbage, confirmed my previous findings - bridges throw stuff around, but the direction is absolutely random. They aren't (and probably never were) a replacement for catapults or anything that's supposed to put a projectile in a specific target. A 6x2 bridge flung items up to eight levels vertically and sixteen tiles horizontally. This suggests a simple application in fortress defence: shrapnel landmines. Have a bridge in an open-ceiling spot where hostiles may congregate. Load it with preposterous amounts of garbage. When large enemy forces are nearby, raise the bridge. Enemies may be hit by falling junk. Stone blocks should make for decent bulk scrap, but of course you can also use pointier items like trap components.
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