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Author Topic: What's going on in your fort?  (Read 5788339 times)

Ulfarr

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Re: What's going on in your fort?
« Reply #54225 on: October 03, 2019, 11:52:09 am »

Make that dwarf a statue...and figurines for export! Tales such as this are infinitely cashable.
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So the conclusion I'm getting here is that we use QSPs because dwarves can't pilot submarines.

DoctorMcTaalik

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Re: What's going on in your fort?
« Reply #54226 on: October 06, 2019, 09:48:42 pm »

So I had some elves show up with some very spoilery instrument components and figurines for sale.


Anyone seen something like this before? ...And, uh, given that I live within walking distance of the entire elven civilization, just how scared should I be right now?
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Naturegirl1999

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Re: What's going on in your fort?
« Reply #54227 on: October 07, 2019, 12:57:05 am »

They are selling you instruments, so they are not planning on fighting you, just don’t piss them off and you should be fine.
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Splint

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Re: What's going on in your fort?
« Reply #54228 on: October 07, 2019, 01:06:08 am »

So I had some elves show up with some very spoilery instrument components and figurines for sale.


Anyone seen something like this before? ...And, uh, given that I live within walking distance of the entire elven civilization, just how scared should I be right now?

They won't be bringing anything fancy. They just get divine material instrument bits because they don't have access to metals otherwise, which generated instruments may demand.

The figurine is just a helpful hint that there's a good chance a bunch of dipshit farmers with bone bolts can kill some of the locals under layer 3 (and presumably made by someone who likes them for teriffying features or some such.)

Staalo

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Re: What's going on in your fort?
« Reply #54229 on: October 09, 2019, 01:17:02 am »

Skullsmanor is the third long running fort in an old, old world generated sometime during the early point versions of .40.xx. This of course means there are some limitations compared to some other worlds: there are no bards, poets or monster hunters, and some missing furniture raws mean no usable libraries or museums either.

Useless nuisance visitors I can well live without, and the dwarves of Skullsmanor have become very skilled storytellers to compensate the lack of music and poetry. I missed having a library though, so I modded in bookcases and had my squads raid the nearby necromancer towers for the only existing books in this world. Now Skullsmanor has a semi-working library, even if the only things the dwarves have to read are self-centered ramblings of insane immortals.

The book raids also brought in some secrets of life and death, so I had to put those on display instead of letting the dwarves unwittingly turn themselves into necromancers. So I modded in some pedestals as well with a plan to eventually have a museum full of glittering artifacts. However, it seems Skullsmanor isn't getting any artifacts at all, so the only thing on display are the books of power and some low quality named weapons. I have no idea why but I'm starting to suspect the first long running fort somehow exhausted the artifact quota for the whole world.

It also seems the added bookcases and pedestals are tremendously valuable; caravans sometimes bring them in and they're always stuck with truly astronomical, ran-out-of-numbers style price tags. Skullsmanor could probably base its economy solely on furniture trade.
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Uhhh... welcome?

Fleeting Frames

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Re: What's going on in your fort?
« Reply #54230 on: October 09, 2019, 06:38:09 am »

Do they still have that value when you view the ones you have built? Seems like it's accessing a random pointer when checking value, suggesting the hack-in wasn't complete (and I suspect could cause crashes, though if it hasn't so far it's probably fine).

Can't find where it takes artifact number check though. There's df.global.ui.tasks.num_artifacts but that's reset to zero on new embark.

Staalo

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Re: What's going on in your fort?
« Reply #54231 on: October 09, 2019, 11:17:11 am »

Do they still have that value when you view the ones you have built?
Actually, no they don't. Good point.

The game seems stable though, so I can live with some odd prices popping up every now and then. Maybe I can even buy one of those pedestals when I need to unload a few thousand masterwork roasts after few years. My forts have a tendency to grossly overproduce food.
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Uhhh... welcome?

Jazz Cat

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Re: What's going on in your fort?
« Reply #54232 on: October 09, 2019, 03:59:32 pm »

So, I was going to write about my dwarf that had a miscarriage and then strangled a werechinchilla to death with her bare hands a few months later (I renamed her 'Don't f*ck with me' and she's getting a statue), but before I could get around to it, I got an announcement.

Quote
After a polite discussion with local rivals, Munest Ponderedescort has claimed the position of queen of The Ace Meditations.

So now I have to a) dig out some queenly chambers and b) figure out exactly what this "polite discussion" involved and see how many dwarves I need to put in the hospital.
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Just give the Crossbow weapon the [AMMO:CROSSBOW] tag in the raws. You can make a crossbow that shoots crossbows.
Re: What's going on in your fort?
« Reply #54233 on: October 09, 2019, 07:57:29 pm »

I just got the most boring artifact:
Screenshot-2" border="0
I saw a weaponsmith grab himself a forge and a couple of metal bars that I had previously bought off a merchant because I don't have a metal industry yet. Felt real excited for the first artifact of the fort. And I got a crossbow worth 8400 dwarfbucks and a sense that I had been somehow cheated.
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Dunamisdeos

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Re: What's going on in your fort?
« Reply #54234 on: October 09, 2019, 08:18:29 pm »

USE YOUR...



Spoiler (click to show/hide)
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FACT I: Post note art is best art.
FACT II: Dunamisdeos is a forum-certified wordsmith.
FACT III: "All life begins with Post-it notes and ends with Post-it notes. This is the truth! This is my belief!...At least for now."
FACT IV: SPEECHO THE TRUSTWORM IS YOUR FRIEND or BEHOLD: THE FRUIT ENGINE 3.0

Schmaven

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Re: What's going on in your fort?
« Reply #54235 on: October 09, 2019, 08:29:01 pm »

I just got the most boring artifact

Nickel silver is denser than steel, so it should make an excellent club for the average marksdwarf who prefers melee combat to peppering enemies with bolts. 
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DerMeister

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Re: What's going on in your fort?
« Reply #54236 on: October 10, 2019, 05:34:25 am »

I just got the most boring artifact:
Screenshot-2" border="0
I saw a weaponsmith grab himself a forge and a couple of metal bars that I had previously bought off a merchant because I don't have a metal industry yet. Felt real excited for the first artifact of the fort. And I got a crossbow worth 8400 dwarfbucks and a sense that I had been somehow cheated.
I have more boring artifacts. Like giant rat bone amulet with bands of giant rat bone or giant rat bone crossbow menacing with spikes of giant rat.
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Urist McUristUrist

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Re: What's going on in your fort?
« Reply #54237 on: October 10, 2019, 09:59:28 am »

I just got the most boring artifact:
Screenshot-2" border="0
I saw a weaponsmith grab himself a forge and a couple of metal bars that I had previously bought off a merchant because I don't have a metal industry yet. Felt real excited for the first artifact of the fort. And I got a crossbow worth 8400 dwarfbucks and a sense that I had been somehow cheated.
What's so bad about it? It's a crossbow that's extremely accurate and pretty heavy. Yes, the price is low, but why would you ever sell an artifact weapon anyways?
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Re: What's going on in your fort?
« Reply #54238 on: October 10, 2019, 10:58:01 am »

It just feels like one of the most unexiting results to come out of a weaponsmith's strange mood. Particularly as the first artifact of a fort.
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Atarlost

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Re: What's going on in your fort?
« Reply #54239 on: October 10, 2019, 03:22:02 pm »

It just feels like one of the most unexiting results to come out of a weaponsmith's strange mood. Particularly as the first artifact of a fort.

First artifacts are always "boring" and for utility you don't get much better than a usable weapon.  That's only slightly less dense than the best material for non-artifact crossbows.  Sometimes doors or hatch covers or mechanisms can be better, but usable weapons are always good. 
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