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Author Topic: What's going on in your fort?  (Read 3239504 times)

monk12

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Re: What's going on in your fort?
« Reply #20340 on: March 06, 2012, 08:54:43 pm »

...did he put a picture of himself on the sword?

Flying Dice

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Re: What's going on in your fort?
« Reply #20341 on: March 06, 2012, 09:00:46 pm »

...did he put a picture of himself on the sword?

Remarkably enough, no. It isn't any of my dwarves, either. CBA to copy the save and search legends for an individual who is probably the slayer of the dire naked peasant wereweasel so-n-so.
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Cake
Aurora on small monitors:
1. Game Parameters -> Reduced Height Windows.
2. Lock taskbar to the right side of your desktop.
3. Run Resize Enable

monk12

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Re: What's going on in your fort?
« Reply #20342 on: March 06, 2012, 09:06:23 pm »

Probably, but then again, could be the next Tholtig.

ZzarkLinux

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Re: What's going on in your fort?
« Reply #20343 on: March 06, 2012, 10:11:32 pm »

Lost: RabbitHut the Grass-Devourer
07) The Sponge has Spoken

Current: RabbitHut the Holy House
01) Start
02) Dwarf Down, Population Up
03) Light at the End of the Tunnel
04) The Big Wave
05) Garbage Improvement
06) Were Woof

So I got my first were-creature, a were-wolf.
Spoiler (click to show/hide)

Can't see where he's at in the screen above, so I close the window.
Oh, there he is, right next to the other Armorer that didn't make it inside...
Spoiler (click to show/hide)

This won't end well for him.
Spoiler (click to show/hide)

Then human form and go home.
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Nagassh

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Re: What's going on in your fort?
« Reply #20344 on: March 06, 2012, 10:25:52 pm »

328 zombies roam the side of my volcano. They're having enough of an impact on FPS that it's time to deal with them. There's a small section of the map that doesn't seem to allow corpse reanimation that I've thought about using as a killing field, unfortunately it also rains goblin blood (or for part of the year, rains frozen goblin blood-snow stuff) that causes flesh to rot off.

After finding that magma doesn't work on undead, I've began thinking about utilising the league of forgotten beasts I've walled off - if I can bait the 300 undead to the none-animating area and unleash the forgotten beasts on them, it should be an interesting fight. Last time it took around 80 constantly reanimating undead to take down one of them, which promptly reanimated itself.
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arphen

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Re: What's going on in your fort?
« Reply #20345 on: March 06, 2012, 10:32:03 pm »

My fort? Nothing to see here. please move along.
Spoiler (click to show/hide)
SomeMigrants fast food has arrived.
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catenate

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Re: What's going on in your fort?
« Reply #20346 on: March 06, 2012, 11:42:02 pm »

My fort? Nothing to see here. please move along.
SomeMigrants fast food has arrived.

Your first tab should read Citizens/Livestock. ;)

I just got four married couples in my second immigrant wave, with this skill profile:

Dastot Workbowed, cHwtP
Melbil Chewclasp, tekP

Urdim Eaglemirror, tcgnP (manager needs chair)
Solon Criedtown, trwP (absolutely detests mussels)

Oddom Glazechants, MthP
Stodir Submergecoal, trKsmP (marksdwarf)

Domas Angellabors, HtwP
Stukos Noblepillar, bnktsP (marksdwarf)

(Here's the key:)
Spoiler (click to show/hide)
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Couverture: A chocolate-covered mod brings you a dark chocolate figurine of the deity of agriculture looking offended.

aban avuzsazirmafol tunur … kib saziradilîton kezkďg ugoshódkelid shatagistrath … kirondatanavuz ustosteshkad angngotololum―Bomonolthîkut fragments

Lord Dakoth

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Re: What's going on in your fort?
« Reply #20347 on: March 07, 2012, 03:23:08 am »

My fortress is creeping through the years at about 5-6 FPS because of the massive amounts of magma pumping and the hordes of invading elves (and defending dwarves) melting in said magma. I am watching my fortress crumble in fucking bullet time.
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Booze, booze, the Dwarven drink.
Clears me mind and helps me think.
In the bedrooms, in the hall,
The ever-sweet scent of alcohol.

da_nang

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Re: What's going on in your fort?
« Reply #20348 on: March 07, 2012, 05:14:04 am »


Carebear Mammoth has come! Assemble the dwarves!
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"Deliver yesterday, code today, think tomorrow."
Ceterum censeo Unionem Europaeam esse delendam.
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TheHatman

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Re: What's going on in your fort?
« Reply #20349 on: March 07, 2012, 06:05:37 am »

Got sieged by two necromancers who raised one of the elephant corpses outside before getting captured. The corpse got inside of my entrance hallway and managed to slay atleast 6 dwarfs before chasing after a elven caravan which allowed me to raise the drawbridge. it now lives in the nearby river and goes under the name of Kiratzul Etvuth Gecast. Never thought I would be happy to get a visit from elves ;).
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hjd_uk

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Re: What's going on in your fort?
« Reply #20350 on: March 07, 2012, 06:43:16 am »


Carebear Mammoth has come! Assemble the dwarves!

Glass..... bring out the hammererererer!
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orius

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Re: What's going on in your fort?
« Reply #20351 on: March 07, 2012, 07:13:54 am »

Why won't this bloody seige end?

So I've got 10 marksdwarves in two squads, 6 of them are idiots.  They go to their places on the wall without bolts, that is if they remember their quivers.  Then they stand around and bitch about long patrol duty while goblins mill about outside.  Four of them are acutally competent, meaning fully armed and they drove off the unit of trolls and at least one unit of goblins by shooting their mounts out from under them.  When it comes time to reassign militia captains, I've got a short list to draw from.  Unfortunately, even the good ones decide to take time out from making goblin pincushions by using keas for target practice.  Damn fools are wasting bolts.

Melee units are still short, only 4 dwarves, and one of them is still in traction from the autumn seige.  I've been slowly making some iron armor for them, but they aren't fully clad yet. They do have weapons at least, but 4 was not enough to send out against 4 mounted units of goblins and one unit of trolls.  Also the goblins themselves were acting stupid, with half their force just parked on the mountain doing nothing.  I opened the outer gate, and they started coming down, and the gate got closed before they could come in.  After some more lost their mounts they decided that this wasn't much fun any more and left.  All except three goblins now on foot.  I have enough cage traps to deal with them, so I opened the gates.  But they just stayed at the edge up the map.  I even used DFHack to literally light a fire under one of their asses, but they aren't retreating or making a run for the front gate.  I may have to send my soldiers out to finish them off.  I'm a bit reluctant to do that, since I don't have enough dwarves to spare in case some get killed, but spring is well underway and I want these goblins gone before the immigrants arrive.

I've also begun setting up a mass pitting chamber for army training.  Got it dug out, but it extends into my mines.  I have to seal parts of it off and make sure the mines shafts get rerouted to the surface.  I'm also going to do some construction projects on the mountain.  I really don't want the goblin seiges coming in anyway they damn well please so I'm going to be reshaping the very mountain to improve defenses.
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Quote from: ThatAussieGuy
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Fortressdeath

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Re: What's going on in your fort?
« Reply #20352 on: March 07, 2012, 09:26:18 am »

Is it me, or is this new version significantly more difficult? Not that I'm complaining; it just makes "Interesting" events more frequent :D

My current fortress, which has also been my most successful this version is great fun.
Things are slightly more forgiving now I've lowered vampire causes in world gen, but the constant flood of migrants adds a desperate urgency to things.
I got lucky with this 4x4 site; flat apart from TWO volcanoes (one open mouthed, the other covered with a small hill), a river source, wooded, flux, hematite, tetrahedrite, galena, gold and a smattering of platinum.
So I dig in fully intending to exploit the magma and hematite in order to get a proper working military. Things start okay, but the migrant waves just won't. Let. UP.
It's not that I can't cope with migrants; it's that I set them to work so efficiently, well, they generate a lot of wealth very quickly :E

The first visitor was a minotaur. Thankfully, my dodge trap over magma worked to sterling effect, and only a couple of stragglers got caught. But then the Snatchers came in force. Literally one every 10 seconds for about ten minutes until BAM, ambushed by marks-goblins. I must have lost 15 children to snatchers, resulting in widespread dwarf misery. The arragobs made short work of another 10 or so dwarves, and a flaw in my dodge trap became evident: the end opened up in to my main fortress, providing no cover for the hapless dwarves inside.
I dug in and weathered it out until the gobboes got bored and wandered off.
I still hadn't managed to exploit the riches of my fortress beyond carving out the magma channels and churning out a stream of crappy rock crafts.
Tentatively, I let the dwarves back out of the fort to bury the dead and gather socks.
However, I was periodically being raided by more and more ambushes, resulting in frequent retreats to the underground burrow. On the bright side, this reminded me that children should be confined to the burrow AT ALL TIMES.

A Weretapir appeared and proved to be possibly the most ineffectual enemy ever. He came snarling to the fortress (do Tapirs snarl?), and just as I sent my battered and beaten military to what I expected was their doom, he transformed back into an elf and scarpered.
"RAAAAAAR! YOU SHALL KNOW WHY YOU FEAR THE..." *SPLORT* "Whoops! Bye!".

It was at this point I resorted to a somewhat cheap but effective tactic. I decided that damn it all to hell, if I'm going to be constantly attacked, IMMA BUILD A WALL.

Halfway through, a giantess appeared, chased a mason around the map, then tried to follow him into the fort and fell prey to the dodge trap.
Well at least SOMETHING works in this hellhole.

Things calmed down for a bit, and I started levelling off the hillock covering the second volcano. Don't ask why. I think it breaks the uniformity of the map or something.
With children confined to the burrow and the dodge trap catching those more sneaky assailants, I had a bit of room to breathe. To grow complacent.

A human caravan appeared, lead by a Fox Fiend diplomat who they swore was a god. He seemed friendly enough, although I was wary of his deadly gas. He chatted to my mayor, complimented our achievements, and then a vile force of darkness arrived.
"Oho!", thinks I, "We have a GOD on our side!".
Yeah, but he was a bit shit.
The gobboes got to the end of the dodge trap, and Mr. Fox Fiend charged at them, but somehow ended up in the magma. He then proceeded to sit in the magma, angrily and continuously trying to kill the gobboes with his gas attack, which actually proved to be not that deadly at all really.
So in resignation, I sent some dwarves to attack the gobboes, which with a rare stroke of luck actually drew them into the fortress and into the dodge trap, breaking the siege!
YAY!
Or not.
See, the Fox Fiend decided he'd been in our crappy fortress far too long at that point and decided to go berserk.
Now while he proved to be a bit crap in combat, his hardiness and persistence, combined with a military consisting of raw recruits meant he wreaked havoc for a good few weeks, disrupting dwarves going for a drink and killing any military sent at him purely through dint of being a hard bastard to kill. While his deadly gas wasn't really that deadly, he'd stay alive so long that he was bound to get in some lucky hits.
Red down arrows flashed throughout the fortress as friends and family died to this rampaging not-really-a-deity.
But Lady Luck must be smiling on me. The ongoing fight spilled into an already exploited galena vein, and some hasty masonry allowed my dwarves to wall the crazed diplomat in. He sits there to this day raging at nothing in particular.

Things are getting back to a reasonable semblance of normality; dwarves distraught at the deaths of those near and dear have either gone crazy and died or gone berserk and been killed. The necropolis housing my fortress dead continues to grow into a thing of glory; restless spirits are restless no more. We have completed the curtain wall and are working on replicating the dodge trap as the only entrance to the compound. Steel production is in full swing, and we're beginning to see the beginnings of a professional military (finally!).
Even our latest "Unwelcome Guest" seems rather tame, being an Elf. I'm not sure if it's the return of the Weretapir or just an angry treehugger come to berate us for letting his comrades die in our hellhole. He's just wandering around outside the wall at the moment. I think I'll leave him there for the time being.
Now I think would be a good time to start a danger room :)
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wanzerm23

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Re: What's going on in your fort?
« Reply #20353 on: March 07, 2012, 09:50:34 am »

I figured out how to train a war leopard, so I went ahead and did that.  I chained a honey badger to the front entrance, just to tell the world that we don't give a shit, we're just crazy.
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hjd_uk

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Re: What's going on in your fort?
« Reply #20354 on: March 07, 2012, 10:09:37 am »

Forgotten Beast Soap.
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