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Author Topic: What's going on in your fort?  (Read 3705893 times)

Loud Whispers

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Re: What's going on in your fort?
« Reply #28605 on: April 03, 2013, 10:20:05 pm »

@loud whisper

evil embark im guessing? never played one of those before, but i think evil embarks are unique in that it warrants the construction of traps throughout your fort, even in secure areas inside, as well as complex extensive lockdown systems for parts of the fort (in addition to refuse disposal).

And... always keep an eye on animals with short life spans like rats, may as well magma pit those alive if you dont have a meat industry anyway. Bad luck, "fun".
522 stone traps, 432 cage traps, over 3091 doors. There are just some things that cannot be prepared for.

Losing is Fun. Gravity magma is a future plan.

Catsup

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Re: What's going on in your fort?
« Reply #28606 on: April 03, 2013, 10:35:48 pm »


522 stone traps, 432 cage traps, over 3091 doors. There are just some things that cannot be prepared for.

Losing is Fun. Gravity magma is a future plan.
stone traps huh, i only use cage traps cuz their much more reliable. And i hope i didnt misunderstand, im assuming you put all your captured animals in 1 cage, and the rat happened to die in the cage and got revived. Im also assuming that where-ever you stored the rat is a separate room with it's own doors that is NOT a large open area (there should be anything like that in a evil biome, its practically dead-island, there needs to be many doors, many locks, full control). And you didnt order the kid to attack the rat did you? if he was a patrolling soldier, you did cancel all his orders so he could run right?

EDIT: btw when i say many doors, i dont just mean doors randomly everywhere, i mean your fort should be sectioned thoroughly, with each section having doors you can lock to slow down anything that revives or stop them entirely.
« Last Edit: April 03, 2013, 10:48:40 pm by Catsup »
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Loud Whispers

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Re: What's going on in your fort?
« Reply #28607 on: April 03, 2013, 11:28:24 pm »

The answer to every question can be summed up as such:

Where is the fun in that?
stone traps huh, I only use cage traps because they're much more reliable.
Cheap, blunt, good.
And I hope I didn't misunderstand, I'm assuming you put all your captured animals in 1 cage and the rat happened to die in the cage and got revived.
Wild animals yes. Tame or close to tame animals no.
I'm also assuming that whereever you stored the rat is a separate room with its own doors that is NOT a large open area (there should not be anything like that in a evil biome, it's practically dead-island, there needs to be many doors, many locks, full control).
Ha ha ha, no it's a large open area outside a large subterranean Fortress frequently traveled by soldiers transferring between equipment runs and barracks.
And you didn't order the kid to attack the rat did you? if he was a patrolling soldier, you did cancel all his orders so he could run right?
There are no patrolling soldiers. She appeared from a staircase too close to the rat for me to react. In any case it's better this way; I thought she could handle it and I was staggeringly wrong. Hubris does not ensure a Fort's survival. These moments in a Fort's narrative are sad and melancholic... But they are beautiful nonetheless.
EDIT: By the way when I say many doors, I don't just mean doors randomly everywhere, I mean your fort should be sectioned thoroughly, with each section having doors you can lock to slow down anything that revives or stop them entirely.
HA HA HA! Why would you wish to do this? The area this happened in is a grand hall in every sense of the word, open on all zlvls. I would not wish to ruin the architecture with silly notions like safety.
Besides, there are 99 surviving experienced soldiers and several lines of defence standing between the Overworld and where the incident happened. I never expected such a thing to happen, and it's the unexpected that keep you on your toes.
Oh and the lower level refuse stockpile has a necromancer in it. I want the ability to flood the lower levels in undead such that retaking it would be difficult to impossible.
Silentthunders has not survived this long on conservatism, only industry and sacrifice. The Broke grows.

Broseph Stalin

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Re: What's going on in your fort?
« Reply #28608 on: April 03, 2013, 11:51:56 pm »

Feb One-Eye has earned the position of guard captain for general badassedness. And my militia commander successfully redeemed himself by decapitating an FB. Noxious secretions with no visible effect eighteen days after the fact.

Catsup

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Re: What's going on in your fort?
« Reply #28609 on: April 04, 2013, 12:04:21 am »

The answer to every question can be summed up as such
hah hubris eh, reminds me of the time i sent a war roc to kill the single undead goblin only to have the roc get stuck down in 3 hits. But your playing a risky (and FUN) game bro, from the sound of it many of your forts areas are exposed and you transverse them rather casually, and this is remedied by militarizing everyone. But undead tend to cause casualties no matter the equipment or training of the soldiers, and theres always the deadly dust forgotten beasts.

I always keep out of the caverns unless im getting wood and sometimes plants, or setting up traps for cavern creatures, the same applies above ground, but thats mostly because theres nothing i really need above ground (caverns have more colorful wood).

For the wild/enemy animals i catch, i cage most of them since i rarely have more than a couple idlers and everyone is too busy to butcher the animals. Young tame animals are also caged to improve fps, also because they cannot bred, and in evil surroundings, to protect them.

Oh and about architecture, i guess my playing style is drastically different than yours, everything i build must be functional in some way to help my fort's survival, or at least be very entertaining for me (i.e. poking chambers, magma slow-cookers, forgotten beast syndrome rot chambers). I also try to build to make everything as efficient as possible.

I dont like having a military, and only give strong war animals and armor to my important dwarves, but do not otherwise train them. I relay mainly on architecture and traps to defend my fort, and in a evil setting, where enemies may spawn inside your fortress, you want to be able to "control" this new danger easily and survive.

fractalman

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Re: What's going on in your fort?
« Reply #28610 on: April 04, 2013, 01:18:09 am »

OH CARP!
Kol escaped her room in her werebeast form. The door is missing, not a damn clue why it only happened now since she never broke it down the last four months she's been in there. The only good news is that she has stopped by the windows in the lobby outside her room to smash them up. Or something. She's just running back and forth out there in front of the windows, but not stopping to bust any of them up.

I can only assume she'd gone stark raving mad, but then she transformed back and ran back in her room to put her clothes on... Of which she got everything on except her pants...

What werebeast form is that, again?
My guess is that the reverse transformation wasn't complete, and she still has a tail.  better have the tailor (heh heh) make her a new pair of pants with a tail-hole included.
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"And here is where we get the undead unicorns. Stop looking at me that way, you should have seen the zombie deer running around last week!"

Jenniretta

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Re: What's going on in your fort?
« Reply #28611 on: April 04, 2013, 01:33:32 am »

not long (about a month) after the gblin siege a bunch of crundles took up residence in my 2nd cavern-layer's courtyard, which is still being walled in to provide a safe(ish) area for my dwarves to gather plants and wood. my military dealt with them pretty easily, at least. nice to know they can manage crundles, if nothing else. as they were working on that problem, however, a new one arrived.
Oggez Estilanan, "Oggez the Whirling Nights" A towering skinless alligator, with two narrow tails. It squirms and fidgets. It has poisonous gas. Currently, it seems to have found it's way into an inescapable hole. my last FB spawned in the same area I think, but that one could fly (and also had poisonous gas), so I think I may have a pet alligator napping in the corner of my fortress until my archer squad is full and they need some target practice.

By inescapable hole, I mean that, from the area I have uncovered at least, there are no ramps leading down to where he is. there is a 2-Unit-high wall between him and the underground lake, and a small island in the lake with sheer cliff-faces all round it. there is some space I haven't explored, but his movement, or rather, his lack of movement, seems to indicate he has no path inside. He walked into the undiscovered area, but not long after walked back to his starting position. He's wandered out of view again, though, so we'll see where he ends up.
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Eric Blank

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Re: What's going on in your fort?
« Reply #28612 on: April 04, 2013, 01:47:40 am »

What werebeast form is that, again?
My guess is that the reverse transformation wasn't complete, and she still has a tail.  better have the tailor (heh heh) make her a new pair of pants with a tail-hole included.

Well, that crisis was solved shortly thereafter by walling her in. She's a weremongoose. Turns out she managed to pop the door off because when she transformed she was close enough to it to begin breaking it immediately, and that's important because apparently the time it takes to break down the door is just ever-so-slightly shorter than the time for which a werebeast is transformed or something. Or maybe the damage is cumulative and builds up over the course of multiple transformations. She put her pants back on, too, before tantruming about missing them. No idea what that was about. Also, I'd think it more practical for anthropomorphs like that to actually wear a belt and pants without impromptu holes, and loop their tail between the belt and seat of the pants. Or a skirt or dress something for women.

Recently I actually made a drawbridge linked to a lever outside that I can use to get other dwarves to let her out to play in her mansion before her time of the month comes around again, at which point she can be stationed in the bunker room again and the door sealed. I can only hope she doesn't get crushed by the bridge at any point.


Beyond that, not much has happened lately in my fortress. The dragonmen are becoming more and more scarce, and the kobolds are as rare as ever. Dwarven caravan and migrant waves have survived intact the last three years, although the liaisons can't talk to the mayor, mainly because the mayor is a vampire and locked away in a box for the safety of the rest of the dwarves. I've been digging out more bedrooms, workshops, stockpiles, and resetting the smithy after the beast rampage.
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Loud Whispers

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Re: What's going on in your fort?
« Reply #28613 on: April 04, 2013, 02:58:52 am »

Or maybe the damage is cumulative and builds up over the course of multiple transformations.
That it is. I've got a shrine to the first masterwork door I caught my were-creature Dorfs nearly smashing down. Asmel can turn stone to splinters!
Which to be fair, has been rather useful in disposing of all those slate armour stands.

Lielac

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Re: What's going on in your fort?
« Reply #28614 on: April 04, 2013, 09:09:44 am »

Lanceanvil
4th Galena, 1002

I'll... I'll just let the pictures speak for themselves.

Spoiler: Lots of big images! (click to show/hide)

FUCKING NECROMANCERS

UPDATE:


That was ‼fun‼. RECLAIM TIIIIIME
« Last Edit: April 04, 2013, 09:14:48 am by Lielac »
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Lielac likes adamantine, magnetite, marble, the color olive green, battle axes, cats for their aloofness, dragons for their terrible majesty, women for their beauty, and the Oxford comma for its disambiguating properties. When possible, she prefers to consume pear cider and nectarines. She absolutely detests kobolds.

Catsup

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Re: What's going on in your fort?
« Reply #28615 on: April 04, 2013, 09:24:10 am »

Lanceanvil
4th Galena, 1002

I'll... I'll just let the pictures speak for themselves.

Spoiler: Lots of big images! (click to show/hide)

FUCKING NECROMANCERS

UPDATE:


That was ‼fun‼. RECLAIM TIIIIIME
probly not worth the reclaim if it was necromancer-rushed the first year. Try making a refuse quantum stockpile next time, with a minecart that dumps the refuse over a hatch linked to a pressure plate in front of the minecart that triggers from civilians. Oh, and try not to engage undead directly, ever. Make a trap tunnel and let them walk in, there cant be too many in a first year rush like this, a few cage traps can do wonders and catch the necromancer too.

Lielac

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Re: What's going on in your fort?
« Reply #28616 on: April 04, 2013, 09:28:54 am »

Lanceanvil
4th Galena, 1002

I'll... I'll just let the pictures speak for themselves.

Spoiler: Lots of big images! (click to show/hide)

FUCKING NECROMANCERS

UPDATE:


That was ‼fun‼. RECLAIM TIIIIIME
probly not worth the reclaim if it was necromancer-rushed the first year. Try making a refuse quantum stockpile next time, with a minecart that dumps the refuse over a hatch linked to a pressure plate in front of the minecart that triggers from civilians. Oh, and try not to engage undead directly, ever. Make a trap tunnel and let them walk in, there cant be too many in a first year rush like this, a few cage traps can do wonders and catch the necromancer too.
Thanks for the tips! I'm going to make a new world anyway because I want MOAR WATERFALLLLLS (and bigger. Bigger waterfalls are MOAR FUNNNNN)
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Lielac likes adamantine, magnetite, marble, the color olive green, battle axes, cats for their aloofness, dragons for their terrible majesty, women for their beauty, and the Oxford comma for its disambiguating properties. When possible, she prefers to consume pear cider and nectarines. She absolutely detests kobolds.

CognitiveDissonance

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Re: What's going on in your fort?
« Reply #28617 on: April 04, 2013, 10:02:29 am »

Thanks for the tips! I'm going to make a new world anyway because I want MOAR WATERFALLLLLS (and bigger. Bigger waterfalls are MOAR FUNNNNN)

Lielac strikes the Giant Gar Corpse with +Efforts+, but it glances off.
Giant Gar Corpse bites the Fortress on the head, and latches on firmly.
Giant Gar Corpse shakes the Fortress by the head.
The severed part flies off in an arc!
The Fortress has been struck down!
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Come and be amazed by this wonderful menagerie! Draw your own! Bring your favorite! The [Forgotten Beast Art Contest] is open for business!
Now also available - [The Legendary Artifact Art Contest]! It menaces! It has rings! It has craftsdwarfship!
I have a [YouTube] channel! It has Let's Plays and other stuff.

Jenniretta

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Re: What's going on in your fort?
« Reply #28618 on: April 04, 2013, 11:36:25 am »

Lanceanvil
4th Galena, 1002

I'll... I'll just let the pictures speak for themselves.

Spoiler: Lots of big images! (click to show/hide)

FUCKING NECROMANCERS

UPDATE:


That was ‼fun‼. RECLAIM TIIIIIME
probly not worth the reclaim if it was necromancer-rushed the first year. Try making a refuse quantum stockpile next time, with a minecart that dumps the refuse over a hatch linked to a pressure plate in front of the minecart that triggers from civilians. Oh, and try not to engage undead directly, ever. Make a trap tunnel and let them walk in, there cant be too many in a first year rush like this, a few cage traps can do wonders and catch the necromancer too.

My first-year necro rush was about 20-30 undead I think (I posted about it a few pages back, that may have the actual number, i don't rememberm it's been a while) so, there could have been quite a few of them.
Anyway, the goblin, human, and dwarf zombies, and the necromancers themselves, are all incapable of breaking down a stone door, and they will eventually get bored and go home, so you can lock the doors and wait out the siege. Also, move your refuse and corpse piles underground, or at least build walls around them and make sure there is no line-of-sight of the piles from nearby hills, because the necromancers seem to find those perfectly-positioned hills to bring your axedwarfs left hand back alive a dozen times very frequently (especially in ambushes.)
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Broseph Stalin

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Re: What's going on in your fort?
« Reply #28619 on: April 04, 2013, 11:46:54 am »

My Militia Commander has taken the name The Oily Evisceration. Since he's covering the map in a slurry of puke, goblin chunks, and blood it seems fitting.

The Elven Treasury Master earned some respect by surviving the brunt of a goblin ambush. He was shot with three arrows and savagely beaten by Goblin Lashers. I now have a prospective militia captain standing over him looking menacing to discourage thieves from assassinating him like they did the last two.
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