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Author Topic: What's going on in your fort?  (Read 5856570 times)

Sirbug

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Re: What's going on in your fort?
« Reply #37320 on: September 30, 2014, 01:28:30 pm »

First forgotten beast in 0.40 and no casualties. How disappointing. I expected more from rock creature with deadly vapour.
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Cool, but wouldn't this likely lead to tongues having a '[SPEACH]' tag, and thus via necromancy we would have nearly unkillable reanimated tongues following necromancers spamming 'it is sad but not unexpected'?

Flaede

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Re: What's going on in your fort?
« Reply #37321 on: October 01, 2014, 01:29:26 am »

MIGRANT BABIES!
Baby migrants with no parents are showing up this wave. Two of them! It's crazy. They have parents, it seems, but the parents are not on my map. I do not know what is going on here. The wave is over. No parents for these two.

EDIT: I take that back, the first one has a father who just showed up. No mother, tho.

EDIT #2: Now the second one is claiming two of the migrants from this wave as its parents. It was not doing so earlier, when they were just arrived and heading past it to the main hall. Weeeird.
« Last Edit: October 01, 2014, 02:03:08 am by Flaede »
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Toady typically doesn't do things by half measures.  As evidenced by turning "make hauling work better" into "implement mine carts with physics".
There are many issues with this statement.
[/quote]

fourpotatoes

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Re: What's going on in your fort?
« Reply #37322 on: October 01, 2014, 01:57:29 am »

I had quite an interesting migrant: he showed up with a title, six dwarf kills in his list, and this:

Quote
`w11 Shorast' Imushzareth Keshshaktogal...
He is a citizen of The Blunt Paints. he is a member of The Staff of Skills. He is feared as a killer by The Spears of Shade. He is feared as a killer by The Staff of Skulls. He arrived at Rikkirzuntir on the 17th of Slate in the year 258
...
HIs third toe, right foot is broken. His third toe, right foot is smashed open. His nose is broken.

I initially feared that Shorast Dikedeserts the Sweltering Storms might cause a loyalty cascade, but he walked right past the soldiers training in the entryway and proceeded through a crowded hallway to vampire quarantine, which he cleared successfully.

I consulted legends and found that he was a survivor of the riots from early in 0.40. He was a miner in Torchborn, a dwarven hillocks, when my adventurer Pabat Galleyreward the Harmonious Fellowship showed up and instigated a riot with her very presence. Boegeymen then invaded the building and Pabat & many dwarves died. The next year, elves conquered the site. A year and a half later, Shorast married, and six years after that he migrated to Whiskeranvils.

I'm left wondering what I should do with him. He's a novice miner, a novice fighter & a talented building designer, and the only dwarf in my fortress with a title.



After he arrived, I didn't play for a few weeks. I then upgraded to 0.40.13 and observed that despite regular outdoor work, many dwarves were cave-adapted. Other than that, a kea attack being shot down and a puppy mysteriously falling down the stairs, nothing remarkable happened.

A season after the upgrade, in the early summer of 258, I got the largest goblin invasion this site's yet seen. It was still small enough that I expected my standing army to brutally crush it, and the goblins were using the same tactics as usual, so I sent my army to the standard intercept points. The marksdwarves should have opened fire from high ground as soon as the goblins cleared the treeline, after which the primary & backup melee troops should have charged.

What actually happened is that the marksdwarves stood around twiddling their beards. Not one bolt was loosed. The melee troops mostly stood there too, except for RCL Tulon Zuglaramkin, second-in-command of the spear squad, who dropped down the hill, danced around & got his head caved in.

Seeing this inaction, I moved all the melee troops up into direct contact & started calling up reserves. The dwarves moved in but mostly stood around dodging, blocking & making snarky comments. Marksdwarves finally started firing, but it was too little & too late. The predictable thing happened, and all told ten dwarves fell in battle. The spear squad lost more than half its members (including some promising dwarves); with only four dwarves left it's going to be a while before they can fight again. The other front-line squads suffered some losses but are still combat-ready.

The goblins were eventually killed or put to flight (I didn't see if any escaped) and the trolls scattered. There is only one survivor, Song the troll, whom the military seems to be actively avoiding. She's been shot up and has several broken bones, but the marksdwarves are the only ones who've even tried to do anything about her. Now everyone seems to be ignoring her: she's been standing systematically mutilating one of w2 Ral Mortalfountains, legendary weaver & clothier, who was out hauling after the battle.

I have called out everyone, including green units, the fortress guard and the zombie containment specialists, and ordered them to kill Song, but they don't seem to care. There are more than fifty soldiers standing around within six tiles just watching her break Ral's bones. Some are suffering from cave-adaptation, but there are swordmasters, axe lords & legendary war miners with legendary discipline & no symptoms standing around doing nothing. We're short on textile workers already, and if Ral dies they're going to have even more reason to complain about their worn-out clothes.

It seems my dwarves only attack things that personally attack them first. If they insist on this cowardice, I'm very tempted to decimate them. Of course, if I do that, I'll have 17 slots to fill on top of the new slots from my recent military expansion, and I might need to activate the mass-casualty burial procedures.

Edit: the troll keeps passing out from exhaustion. At least now she's constantly missing soldiers instead of my legendary clothier.

... oh wait, that didn't last long. My soldiers will wear rags because, with the possible exception of Mistem Stakudtilesh who actually bothered to shoot Song Otkelsmunstu once, that is all they deserve.

Edit: okay, that troll killed a recruit and w1 Meng Lornir the war miner, then mauled some soldiers and w5 Stukos Fokeriden the legendary engraver before RCL Rakust Nethgoden the axemaster deigned to one-shot it. Decimation's too good for these dwarves.
« Last Edit: October 01, 2014, 02:21:29 am by fourpotatoes »
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StagnantSoul

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Re: What's going on in your fort?
« Reply #37323 on: October 01, 2014, 01:59:44 am »

Well... Got a new computer. Went to start playing. Learned that < and > do not control up and down on this computer. Apparently shift+5 controls up. Can't find down. Basically screwed.
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Quote from: Cptn Kaladin Anrizlokum
I threw night creature blood into a night creature's heart and she pulled it out and bled to death.
Quote from: Eric Blank
Places to jibber madly at each other, got it
Quote from: NJW2000
If any of them are made of fire, throw stuff, run, and think non-flammable thoughts.

Flaede

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Re: What's going on in your fort?
« Reply #37324 on: October 01, 2014, 02:03:40 am »

Well... Got a new computer. Went to start playing. Learned that < and > do not control up and down on this computer. Apparently shift+5 controls up. Can't find down. Basically screwed.

control+5 is down.
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Toady typically doesn't do things by half measures.  As evidenced by turning "make hauling work better" into "implement mine carts with physics".
There are many issues with this statement.
[/quote]

StagnantSoul

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Re: What's going on in your fort?
« Reply #37325 on: October 01, 2014, 02:05:04 am »

Thank you! Man, XP was so much more efficient than 8.1 for stuff like this.
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Quote from: Cptn Kaladin Anrizlokum
I threw night creature blood into a night creature's heart and she pulled it out and bled to death.
Quote from: Eric Blank
Places to jibber madly at each other, got it
Quote from: NJW2000
If any of them are made of fire, throw stuff, run, and think non-flammable thoughts.

Sus

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Re: What's going on in your fort?
« Reply #37326 on: October 01, 2014, 03:27:43 am »

Sastres Anan seems to have garnered enough wealth to attract frequent visitors, like a giantess and two werehyenas.

The giant effortlessly waltzed through my main lines of defense, thanks to Urist McLazypants taking his sweet time to pull the lever that would have closed the doors on her. That helped her little, because she soon took an artifact short sword to the brain from the leader of my axdorf squad.

The first werehyena mauled a pangolin(Wild animal) and a lumberjack(Tame) to death before making the mistake of stopping in my entrance battlement corridor. Urist McRingo then did the "born lever-puller" thing, and lo and behold: The amazing vanishing floor! The monster fell onto some fortifications ten-ish z-levels down and was more or less pureed upon impact. Had to disassemble the fortification temporarily to remove the mangled corpse.

The second werebeast stopped on the very same retracting brigdges to murder a hauler, and her little dog, too. Cue 12-level drop onto rough rock floor. The metal, wood and glass spikes all miraculously missed the beast. Instead, it died of a literal broken heart, after the fall drove a rib through the vital organ. Turns out if your heart is "gouting" blood, you are not long for this world, even if you're a dorf-murdering werebeast.

My Baroness, I imagine, was elected on a platform of "a bed, a cabinet, and a door for every dorf". She has now fulfilled that promise. The dining hall is starting to be pretty swanky too, with marble statues and a rose gold well.

The Wildlife Science Initiative is proceeding nicely, with a whole lot of rhino calves already at Tame status. The Ostrich hen captured earlier is ­­­now ≡Trained≡ and has laid some eggs. With her *Trained* husband hovering nearby, I have high hopes the eggs will prove fertile and net me some Ostrich chicks(≡Trained≡). Both rhinoes and ostriches have a status of General familiarity in my civ. Also, caught and started to train a Giant hyena(♀)(-Trained-).
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Certainly you could argue that DF is a lot like The Sims, only... you know... with more vomit and decapitation.
If you launch a wooden mine cart towards the ocean at a sufficient speed, you can have your entire dwarf sail away in an ark.

Sirbug

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Re: What's going on in your fort?
« Reply #37327 on: October 01, 2014, 07:20:43 am »

Creature made of fire has come and is swimming in the underground lake. I was not prepared to see this.

UPD: I killed it and now one of my dwarves is hauling its "neck flames". Is this normal?
« Last Edit: October 01, 2014, 07:36:09 am by Sirbug »
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Cool, but wouldn't this likely lead to tongues having a '[SPEACH]' tag, and thus via necromancy we would have nearly unkillable reanimated tongues following necromancers spamming 'it is sad but not unexpected'?

Day.one

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Re: What's going on in your fort?
« Reply #37328 on: October 01, 2014, 11:07:58 am »

Sosadtulon 'Ivoryroad' just attemped some proper trading! only.. it was wooden crafts to elven merchants, who spat insults at me & went to leave.
So for the first time, I activated the drawbridge over pit, sending one of the merchant and his wares falling down into my 6 z level pit, the other elf escaped to tell the tale, sans yak.
After a few days left to cool off in the pit, the merchant and his yak simultaneously went stark raving mad. the elf lost his head (literally) when the yak hoof kicked it into exploding gore. Promote that Yak to fortress executioner!
« Last Edit: October 01, 2014, 11:50:08 am by Day.one »
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Aiming to learn something new with every fortress.

ptb_ptb

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Re: What's going on in your fort?
« Reply #37329 on: October 01, 2014, 11:56:23 am »

DEATH by tent.

Fortress embark in a location with lots of tents from refugees or some such. Dismantled tents. Dorfs killed by tent fabric falling from above. :D
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Walrusking

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Re: What's going on in your fort?
« Reply #37330 on: October 01, 2014, 04:21:08 pm »

Thinking of setting up a feudal system. Overland manors for the aristocrats, holes in the mud for serfs. Maybe the military can be sort of a knight caste.
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Larix

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Re: What's going on in your fort?
« Reply #37331 on: October 01, 2014, 06:38:56 pm »

My main potter realised her dream - of mastering a skill. Took quite a lot of kaolinite.

In other news, removing trees via ballista doesn't count against the treecutting limit. Hahaha. Bwahaha. Mwahahahaha!
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Aristion

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Re: What's going on in your fort?
« Reply #37332 on: October 01, 2014, 07:29:00 pm »

New world generated and I saw that [magnetic] poles were added into advance world gen. Did anyone catch this in an earlier update? Or is this new?
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I kept imagining this guy go "By Armok, not the dead roaches! Oh gods the hamsters oh the dwarfmanity!"
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PDF urist master

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Re: What's going on in your fort?
« Reply #37333 on: October 01, 2014, 07:30:00 pm »

I just got a siege with both elves and goblins in it. guessing it's either a bandit attack or kidnapped elves. either way it's a great way to kill two birds with one stone.

I just realized that my fort has no human or kobold neighbours. only goblins and elves.
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pisskop

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Re: What's going on in your fort?
« Reply #37334 on: October 01, 2014, 07:31:06 pm »

I just got a siege with both elves and goblins in it. guessing it's either a bandit attack or kidnapped elves. either way it's a great way to kill two birds with one stone.

I just realized that my fort has no human or kobold neighbours. only goblins and elves.
Cool idea, mod in a second civ of dwarves.  That way you can have dwarf on dwarf diplomacy and sieges.
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