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Author Topic: What's going on in your fort?  (Read 4786174 times)

Schmaven

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Re: What's going on in your fort?
« Reply #56250 on: September 07, 2021, 01:56:54 pm »

As the fort's first well was finally beginning to fill, someone's pet puppy fell in and died, contaminating it.  Since it's a very slow fill from a light aquifer, the corpse was able to be removed, but the blood is going to be left in there.  I think it's deep enough to avoid contamination once it fills more.  Time will tell there.
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Thisfox

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Re: What's going on in your fort?
« Reply #56251 on: September 07, 2021, 05:35:15 pm »

I've got three dead dwarves, numerous clothes in various states of repair, a wooden artifact, a bucket of lye, some rotten food and a dead turkey down there, but they're all at the bottom of the cistern, and the well bucket seems to dip the top, so we're all good, the water has continued to be um... "clean". You'll be fine!
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Dunamisdeos

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Re: What's going on in your fort?
« Reply #56252 on: September 08, 2021, 03:00:40 pm »

Good thing all water pollution is limited to a 7xcube IRL too, or we'd be in trouble ha ha
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Kat

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Re: What's going on in your fort?
« Reply #56253 on: September 09, 2021, 01:59:52 pm »

A sage visited the library, and wrote...

"The Wizard's Guide To Toxic Substances"

Neat.
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Bralbaard

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Re: What's going on in your fort?
« Reply #56254 on: September 10, 2021, 10:03:12 am »

So a few years ago a werelizard attacked the fortress and there was no way to have everybody retreat in time. I was afraid it would turn into a bloodbath, but one of dwarves confronted the werelizard, and against all expectations killed the foul creature.
However she reported to hospital with a minor injury after battle. She was was ordered to isolate, but on the way to her room she was taken by a mood, claimed the forge and created an artifact bronze pick. Right after finishing the item she turned into a werelizard, confirming our worst fears. Luckily we had walled of the forge while she was working.   
After she turned back to her normal shape we saw no other option than to expel her from the fortress, but she was allowed to keep her artifact weapon and other equipment.

That was years ago.  Fast forward to now, when the caravan showed up with a new outpost liaison. Guess who?

Yes.
It is a good thing I was watching the announcements closely. I'm going to try to negotiate with the liaison without getting eaten. Wish me luck.

Edit: Well that turned out to be interesting. The caravan appeared a day before the full moon. The liaison used that first day (still in her normal form) to bypass all my traps, guard dogs and other precautions. She then turned into a werelizard and sprinted into the fortress with no time for me to pull any levers. I had ordered all my dwarves to fall back deeper into the fortress and all obeyed, except for the king, who had ran out to the trade depot despite the state of alert.
This was not the first time he disobeyed my orders to try to save the day, and I have to admit that he again managed to defeat both my expectations, and his foe.  This time though there will be complications, for the king has a couple of nasty bitewounds in his face.

All hail the wereking, I guess. His royal quarters should be luxurious enough for him to spend the rest of his days there.
edit 2: He was not infected, somehow.
« Last Edit: September 11, 2021, 04:43:06 pm by Bralbaard »
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anewaname

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Re: What's going on in your fort?
« Reply #56255 on: September 12, 2021, 12:41:21 am »

Are you sure they were bite wounds, and not "beaten with a leather gauntlet" wounds? Because if he is not infected...is it because he is undead?
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Bralbaard

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Re: What's going on in your fort?
« Reply #56256 on: September 12, 2021, 01:12:58 am »

He was bitten in the head but that only caused a bruise in the initial attack. Then he was shaken around by the head for several rounds, causing quite a lot of tearing damage and cuts, the blood was everywhere. Apparently that does not cause infections though.
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toty

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Re: What's going on in your fort?
« Reply #56257 on: September 12, 2021, 06:02:23 am »

The dwarves of Amostavuz "Townmine" finished the entrance to their underground fortress: a solemn purple building made entirely of rutile, featuring fortifications, four towers and a ample square for the kids to play. Another great day for the history of dwarven architecture

Spoiler (click to show/hide)
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velanos

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Re: What's going on in your fort?
« Reply #56258 on: September 13, 2021, 01:58:49 pm »

I just started my first fort still reading the quickstart guide. The first migrant I get is a legendary gem cutter. Nice!
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delphonso

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Re: What's going on in your fort?
« Reply #56259 on: September 13, 2021, 07:37:17 pm »

I just started my first fort still reading the quickstart guide. The first migrant I get is a legendary gem cutter. Nice!

Welcome to DF. If you have any questions, don't hesitate to ask.

Uthimienure

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Re: What's going on in your fort?
« Reply #56260 on: September 14, 2021, 11:11:26 am »

Spoiler (click to show/hide)
The picture says what's been going on... Profane !!!FUN!!!
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Quantum Drop

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Re: What's going on in your fort?
« Reply #56261 on: September 14, 2021, 12:04:23 pm »

He was bitten in the head but that only caused a bruise in the initial attack. Then he was shaken around by the head for several rounds, causing quite a lot of tearing damage and cuts, the blood was everywhere. Apparently that does not cause infections though.
From what I've seen, creatures with a [SPECIALATTACK_INTERACTION] linked to a bite attack seem to have the interaction occur only on the bite attack itself, with shaking attacks being treated as a wrestling move rather than a bite attack (according to adv mode, if someone's attempting to shake a unit around after a bite it's listed as 'attacking X with wrestling').
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Thisfox

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Re: What's going on in your fort?
« Reply #56262 on: September 15, 2021, 08:11:18 pm »

We got attacked by a Necromancer Wereantelope.

He ran about biting and killing citizens and their livestock, as werebeasts do. Then he changed into a necromancer human, raised a citizen he had just killed moments before, and was killed immediately by the newly made Werebeast Faint One. This Werebeast Faint One then went around madly killing citizens, until the surprisingly brave Manager walked up to him and took him to the hospital. Immediately after being placed in the hospital for bed rest, he jumped out of bed and chased the Medic around the room three times, then out into the hall, and into the recently made Mayorial Suite. I locked all the doors, and the Faint One killed the Mayor in her bed. The Medical Dorf walled him into the bedroom, and the Faint One stopped moving, finally.

Aftermath: We are making a new Mayorial Bedroom for the new Mayor. There is muffled wailing from behind the new rough wall in the Mayorial Study, and the old hospital has also been walled in as it might be full of werebeasts-to-be, but we are telling the new Mayor not to ask any questions. About half the fort are dead and dying, and the Manager has ordered a lot more coffins and slabs to be made.
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Mules gotta spleen. Dwarfs gotta eat.
Thisfox likes aquifers, olivine, Forgotten Beasts for their imagination, & dorfs for their stupidity. She prefers to consume gin & tonic. She absolutely detests Facebook.
"Urist McMason died out of pure spite to make you wonder why he was suddenly dead"
Oh god... Plump Helmet Man Mimes!

Eric Blank

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Re: What's going on in your fort?
« Reply #56263 on: September 15, 2021, 10:27:04 pm »

Werebeast disasters have ended more than one of my forts. My custom werewolf for spellcrafts somehow ends up spreading the curse even to people that didn't get bit according to combat logs. And I have no idea how. I've just about gone to the vampire method of only spreading if you drink their blood. But that's not nearly as fun.

My experiments with love making appear to have born fruit. Weird fruit, sure, but fruit nonetheless.

So, lovers barb is a plant in Spellcrafts that increases personality facets like gregariousness, tolerance, love propensity and lust propensity, and reduces hate propensity. It turns out, this does indeed increase the chances of forming relationships, with, in my last test, the starting seven of two of the three females and all four males ending up in relationships. Both women were in romantic relationships with one another, and each of them was in romantic relationships with each of the four men. Each of them married one of the men, I'm not sure if the other guys are getting cut out or how the game handles that. A couple of the men had relationships with one another too. The seventh dwarf, the remaining woman, was kindred spirits and friends with every other dwarf, but formed no romantic relationships. Asexual/aromantic presumably.

Of all the migrants that moved in, they all very quickly formed friendships but most of them were already married, and after about six months or so none had formed new romantic relationships. So it looks as though dwarves once married will not pursue other potential romances, but before marriage can form at least up to four concurrent romantic relationships. Lovers acquired before marriage are still listed as lovers, not sure if they'll continue to socialize and treat one another as lovers, though.

The lovers barb plant and alcohol syndromes are definitely turning up the heat though. Typically of the starting seven you'd see maybe two or three relationships, not a six dwarf series of love quadrangles.

Obviously the question is, can we go deeper?
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delphonso

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Re: What's going on in your fort?
« Reply #56264 on: September 15, 2021, 11:24:49 pm »

This is super cool. Very clever way to encourage relationships.
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