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Author Topic: What's going on in your fort?  (Read 3749427 times)

callisto8413

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Re: What's going on in your fort?
« Reply #53655 on: April 26, 2019, 03:04:02 pm »

CraftRiddle FINALLY has a working drawbridge in the entry tunnel under the wooden walls.  Tested it out.  Now just just have to keep working on the walls.

In other words our 110 subjects are safe.  But I have noticed they really suck at attending the fields yet, looking over our Kitchen lists, it seems much of our food comes from the surrounding fruit trees, bushes, wild animals, creek and ocean.  Lots of food from wild meat, sea food, fruits, and nuts.  Plus what we sometimes get from Traders.

The Farmers, in fact, seem very ineffective as the fields sometimes have things rotting away.  Thinking about abandoning the below ground fields and just working with the above ground ones.  Could my settlement live mostly on food and meats gathered, fished, or hunted from the lands?

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Vicious_Unicycle

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Re: What's going on in your fort?
« Reply #53656 on: April 26, 2019, 04:16:18 pm »

Could my settlement live mostly on food and meats gathered, fished, or hunted from the lands?

Oh, most definitely! Well, depending on the biome. It doesn't work so well on a glacier. But based on the environment you described, you should have no problems. The best part is that brewing plants and fruits that you've gathered yields seeds that can be used for above-ground farming, so it might actually help improve your farm efficiency!
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Imic

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Re: What's going on in your fort?
« Reply #53657 on: April 27, 2019, 02:39:04 am »

Well, after preliminary excavations, we’re digging out the first living-halls. Individual bedrooms are decent-sized, since thanks to the riches of the mountain, our Miners won’t need to go looking for ore for some time. When the living-halls are made, excavations tlwards the crater of the volcano shall begin, and Craft-halls will be made, with storage located a layer underneath everything. When the merchants came, there wasn’t much in the way of things to sell, so some small gold crafts were made, which was enough to buy everything in the caravan we needed. When the next one comes, Timber and booze have been ordered, though even with the pricess raised, we’ll be rich enough to buy anything we’ll need. Things are looking up!
Now I just need to figure out how it’s all going to go horribly wrong.
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blokmuscle

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Re: What's going on in your fort?
« Reply #53658 on: April 27, 2019, 02:47:12 am »

I wish I had taken screenshots of this all happening because it was pretty brutal. The fort has advanced some months since and I wasn't planning on posting about it, but here's what was going on...

While busy setting up stockpiles below surface, I notice some combat reports are active. Initially, upon seeing the blood-filled tunnel, the undead boar corpses, and a combat log of a werebear baby that had just mauled them all to death... I thought one of my child migrants was a werebaby!  Such excitement.  For context, I am in a reanimating biome, 3 migrant waves in, and 90% of wildlife that roams about is undead. Thus far I've received 3 children and a bunch of pretty interesting dwarves that aren't totally useless.

I decide to construct rooms to lock up the children migrants of my current fort to discover the identity of the werebear baby.  Combat report states the name Kammat Laslemedi, and no child of ours is named that.  Then I noticed an announcement about the arrival about Kammat Laslemedi caught in 1 of the 2 cage traps in an underground escape tunnel leading to my fortress. The other cage trap had captured a undead boar sow at the time, part of the pack.  I can see now he is a human child, but no idea how old he is.

The vengeance is sweet, because this pack of boars had actually brutally murdered two of my starting seven, a Mechanic, and a Miner/Grower.  However, now that I have the captured human werebear baby (or rather, he captured himself), he has matured into an adult.  I think of building a tower perhaps, equipping him with a weapon and shield, and unleashing him when needed.  As a werebaby, he dealt with the boars unlike my two starting hammerdwarves could ever have dreamed of.  As a werebear adult, equipped with weapons, I don't know.  Maybe he will be unable to wield weapons because he's a bear, time will tell.

Spoiler (click to show/hide)
« Last Edit: April 27, 2019, 02:51:26 am by blokmuscle »
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Laterigrade

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Re: What's going on in your fort?
« Reply #53659 on: April 27, 2019, 05:17:18 am »

Griffonattics: Home to migrants who arrive so depressed they commit suicide or go beserk the moment they enter the map, and a count of, so far, 9 imprisoned werelizards.

Only in Dwarf Fortress.
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brewer bob

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Re: What's going on in your fort?
« Reply #53660 on: April 27, 2019, 07:27:21 am »

Just got an Elephant Woman Lasher to come and visit.

Please, please petition to stay and live at my fortress.
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Madrigal

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Re: What's going on in your fort?
« Reply #53661 on: April 28, 2019, 06:12:56 pm »

I decided to try embarking on a terrifying glacier for the first time. My dwarves were soon drenched with fetid slime, which had no effect other than being disgusting. Then flocks of albatrosses and puffins appeared, all normal healthy animals instead of undead horrors. Even so, I carefully placed cage traps around the butcher's workshop before slaughtering the pack animals. No reanimation.

The real problem was the aquifer. Since I have almost no experience dealing with these things, I started out trying to use the double slit method down inside the fort, only for the water to freeze the moment it was pumped from one slit to the other. The next attempt was outdoors, but once the aquifer water was exposed to the cold outside air, it refused to freeze over. That corner of the map must be in a not-so-glacial biome, I'm guessing. The final attempt just barely broke through four aquifer layers, and only three valiant miners lost their lives. Victory!

That's when the werefox popped up in the crafting area. The dwarves managed to pile on and kill it, but they took heavy losses. With half the fort's remaining population injured, we couldn't afford to take any chances. The butchery was dismantled, and a hospital put in its place. Once the injured dwarves all made their way there, the door was locked behind them, and a wall was built to block off the hallway, just in case. After the next full moon, just one werefox child survived. He's currently playing make believe.
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Shockwave07

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Re: What's going on in your fort?
« Reply #53662 on: April 28, 2019, 08:48:24 pm »

After the next full moon, just one werefox child survived. He's currently playing make believe.

Dah! If I could figure out dropping food and water to him I'd keep the kid alive! ...Of course it might not be the most dwarf-y thing to do...
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Worblehat

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Re: What's going on in your fort?
« Reply #53663 on: April 29, 2019, 02:03:55 am »

A highly unproductive second winter for Bootdrills.  :( The discovery of the first two cavern levels a few months back magically caused the peat floors near the entrance of the fort to grow fungus, moss, etc., so a mass paving program had to be implemented. Along with deconstructing, paving, and reconstructing most of the workshops. Everything but the stairs is now fungus-free again, but that's a lot of time and blocks wasted...

Farming has been mostly de-activated since food supplies are so ridiculously high. Did some digging to see if I could do a 2-z level indoor pasture/tree farm combo area, but I don't think I have two z-levels of soil on this map. An indoor pasture will still be useful though; now that the paving program is done that can go back on top of the to-do list.

Dwarves continue their stockpile misconduct. Why move the newly made cloth from the loom to the cloth stockpile next to the clothier's shop two spaces away, when you can move it to the general stockpile 25 spaces away instead?  ::) Why move booze from the still at all? Sure, there's a mostly-empty booze stockpile next to the tavern/dining hall downstairs, but clearly it's better to stack nine barrels in the still instead. (Hmm, this entry is starting to be a Note to Urist rather than What's Going On post).

The starting seven are seeing wear on their clothing, so I need to get that cloth industry going soon. Or maybe put civilians in (partial?) armor, perhaps. Does anyone know what amount of iron armor a dwarf with average strength and no armor use skill can wear without being slowed?

Spring autosave, starting the third year - necromancer siege! This is new to me, should be interesting...  :o
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anewaname

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Re: What's going on in your fort?
« Reply #53664 on: April 29, 2019, 07:57:42 am »

...The starting seven are seeing wear on their clothing, so I need to get that cloth industry going soon. Or maybe put civilians in (partial?) armor, perhaps. Does anyone know what amount of iron armor a dwarf with average strength and no armor use skill can wear without being slowed?
Weak or inexperienced dwarfs will be slowed, no way to avoid that. But you can get complete coverage in light armor for about one third the weight of heavy armor. These are rough weights for items:
21 metal mail shirt
6 metal high boots/ 2  bone high boots
2 metal gauntlets / 2  bone gauntlets
7 metal helm/ 1 bone helm
22 metal greaves/  1 bone greaves
20 metal breastplate/ 1 leather armor
Making armor from the lighter items will improve armor skill gains from sparring, and decrease the odds of were-beast infections or claw wounds, but will not help much against metal weapons. I use light armor for training and heavy armor for sieges.
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Schmaven

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Re: What's going on in your fort?
« Reply #53665 on: April 29, 2019, 07:58:53 am »

Dwarves continue their stockpile misconduct. Why move the newly made cloth from the loom to the cloth stockpile next to the clothier's shop two spaces away, when you can move it to the general stockpile 25 spaces away instead?  ::) Why move booze from the still at all? Sure, there's a mostly-empty booze stockpile next to the tavern/dining hall downstairs, but clearly it's better to stack nine barrels in the still instead.

Have you adjusted the give/take stockpile settings?  It should be possible to get the dwarves to store things in a more sane way by digging into the stockpile options.
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Shockwave07

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Re: What's going on in your fort?
« Reply #53666 on: April 29, 2019, 10:31:12 pm »

Well, here goes my first siege.

Can't get stone thanks to the overreaching aquifers, but against the tree huggers I think I can hold out.

Course my tavern isn't built with military in mind besides one pill box above ground...
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brewer bob

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Re: What's going on in your fort?
« Reply #53667 on: April 30, 2019, 06:27:30 am »

Ah, now my dwarfs are starting to sink into depression after being caught in the rain a couple years ago... I had forgotten about this happening, and I'm building an aboveground fort in a tropical environment. Let's see how this turns out.
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Grimbot

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Re: What's going on in your fort?
« Reply #53668 on: April 30, 2019, 11:01:46 am »

No one in Cloisterclasp likes to go outside. It's muddy. It's rainy. And that's where the owl monsters are. You've got your garden variety giant owls, your owl men, and your occasional eyeless owl titan. One of the latter tore the guts out of three of our farmers last year before the Ettinguard turned it into the Autumn Feast.

In other news, the site of the Old Water Wheel has finally been walled-up after years of use as the training hall for the Ettinguard and the Mountainous Nuts. Some say that the drownings were accidents during combat training, but now that children are regularly being found in the pool, the consensus is that the room is still haunted even though the original builders have been properly memorialized. To seal the site, the floor was engraved with an image of Setnek to remind everyone that death is depressing. And a piece of cheese. For flavor.
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Shockwave07

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Re: What's going on in your fort?
« Reply #53669 on: April 30, 2019, 07:57:19 pm »

First attack repelled though at a loss of 16 to 12 with at least 6 or 7 more injured/dying.

Need stone, kill and conquer elves!

...Also curious if I should trust a human lawmaker who wears an elf hair crown and ring... Eh, on second thought he probably killed the pointy ears. He's trustworthy. Buy another round!

Edit: ...Also note to self, finding Ustush Smithbraided's blood everywhere. Aquifers causing this?
« Last Edit: April 30, 2019, 07:59:28 pm by Shockwave07 »
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Novice overseer of Lanceheld a town of Taverns and Tantrums!

GENERATION 29:
The first time you see this, copy it into your signature on any forum and add 1 to the generation. Social experiment.
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