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Author Topic: What's going on in your fort?  (Read 3636214 times)

RLS0812

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Re: What's going on in your fort?
« Reply #30735 on: September 06, 2013, 02:05:28 pm »

Started diverting a river - accidentally ran into a cave - now I am filling up the entire cave system on the map, with no way to stop it.
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PDF urist master

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Re: What's going on in your fort?
« Reply #30736 on: September 06, 2013, 03:55:19 pm »

apparently there's a 21 z lvl spire of adamantine I didn't know about.

i wish i was more excited, but i already have masterwork steel so it's not high priority right now.
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Larix

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Re: What's going on in your fort?
« Reply #30737 on: September 06, 2013, 05:39:35 pm »

While linking up yet another track stop, i accidentally designated one of the loose mechanisms sitting in the middle of an active minecart repeater. The miner who decided to do the job took a cart to the leg and ended up with a severely shattered bone; fortunately it was a wooden minecart, so at least the collision stopped it.

Now the FUN thing was that not only didn't i have a hospital yet, i also had no soap and no traction bench (needed for treatment), the victim was my only miner and it was early winter, about a month before the river, my only water source so far, froze.

Cue making a new traction bench, cooking up some soap and drafting every free dwarf into an emergency mining crew, all to the tune of numerous 'no water source' cancellations. Fortunately, the depth exploration shaft passed right next to the underground lake of the third cavern, so the wall showed as 'damp' when looking to designate horizontal exploration tunnels. The miner promptly received water, was cleaned and given a cast, and even got properly released from traction.

EDIT:
And now for something completely different - the automatic minecart launcher, for actual transportation routes:

Annoyed at having to wait for your vehicle hauler to come around and push the cart/pull the lever once it's loaded? Worry no longer, this contraption autonomously starts the cart when it is full and is even calibrated to limit the damage to your dwarfs!

The basic principle is quite simple: a track pressure plate can be set to only respond once a desired weight is reached, and putting items into a minecart makes it heavier. Once the weight threshold is reached, the pressure plate will activate. There's just one little obstacle: the pressure plate is an exclusive building, you can't put it on top of a hatch cover, bridge or roller, so you cannot directly launch the cart via pressure plate. Still, no problem, you can activate a roller on which _another_ cart sits, so that it bumps into the loaded cart and puts it in motion. All that's left is building a return mechanism for the pushing cart and a security gate so your dwarfs don't stand around on the track while carts are zipping around (standing on top of the loaded cart at the moment it gets pushed appears to be completely harmless, but better safe than sorry).



From left to right: Roller with the 'pusher' cart, in phase with the pressure plate; door, operated by exiting dwarf; roller to return the 'pusher' cart to the start, in opposite phase with the pressure plate; pressure plate set to a minimum weight corresponding to a sufficiently full cart. When the cart is full enough, the push roller activates and the return roller deactivates. Once the door opens, the push cart moves east, pushes the loaded cart off the pressure plate and stops on top of the return roller. 100 steps after the loaded cart is pushed off the pressure plate, the return roller turns back on and moves the push cart along the northern return loop back to the push roller.



Track of the demonstration installation. The loaded cart goes around a very short track, with a no-friction stop with dump to the north; it returns to the T-junction and stops there, bumping into the wall. Both the push and return roller sit on top of corner tracks, thus the push roller works S->N to move the cart east, and the return roller works E->W to bend the cart around to the north.



The fully-installed launcher with security gate to the south: both pressure plates here are set to minimum weight creature trigger with citizens triggering, both are connected to the central hatch cover (over a pit) and the adjacent door; the northwestern plate is also connected to the cinnabar door holding back the pusher cart. Thus, the launch only activates when the loaded cart is heavy enough _and_ when the hauler dwarf is on the way out. The down staircase gives access to the pit under the hatch cover, to allow an escape in case someone manages to fall into the pit and survives.

I successfully loaded ~30 boulders into the minecart, with only one bruised pancreas when one dwarf managed to wedge the cinnabar door open and the next didn't go out of the way and caught the cart at the end of its circuit. I also had a fair bit of trouble with underweight dwarfs who wouldn't activate the pressure plates.
« Last Edit: September 06, 2013, 07:37:16 pm by Larix »
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BlackFlyme

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Re: What's going on in your fort?
« Reply #30738 on: September 06, 2013, 11:33:47 pm »

Hello, and welcome all to our tour of the fine city of Murkyroads!

Don't worry, our roads are the finest in the land! Whether migrant, merchant, or monarchy, you are safe with us!

Spoiler (click to show/hide)

Please, while on your visit feel free to take a rest by our peaceful and scenic brook!

Spoiler (click to show/hide)

Come and swim in our public pool! Fun for all ages! Though be warned, there are no lifeguards on duty!

Spoiler (click to show/hide)

Come and play in our Underground Adventure FortressTM! Work on the Underground Adventure FortressTM has been suspended for the foreseeable future. We apologize for the inconvenience.

Spoiler (click to show/hide)

However, merchandise is still available for purchase!

Spoiler (click to show/hide)

Come and take a walk through our town square, have a rest in our tavern or spend some time in our friendly petting zoo! Take a tour of our glass making factory and maybe even catch a glimpse of the bastard that did this our respected yet elusive mayor Goden Udirkeshan!

Spoiler (click to show/hide)

So please, stay awhile and mingle with the locals! You will find that they are very friendly!

Spoiler (click to show/hide)

We hope that you have enjoyed your tour of our fine city and that you may consider returning for another or even moving in!
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Bludulukus

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Re: What's going on in your fort?
« Reply #30739 on: September 07, 2013, 01:55:33 am »

Found a big adamantite vein in the 3rd cavern and we are currently in the slow process of bringing it up and processing the strands for weaponry.

A goblin siege came and is currently crashing into the human caravan. Lasiv Burndimpled the Lonely Palace of Life, the human lasher is whopping troll and goblin ass with his bronze whip, bruising brains left and right.

Lasiv has been overwhelmed, bleeding to death from dozens of cuts. He took 6 enemies with him RIP brave soulja o>

8 dwarven squads surged forward, wiping away the goblins like a sea tide, 0 casualties, lots of goblinite to process.
« Last Edit: September 07, 2013, 02:08:03 am by Bludulukus »
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Dwarvinator

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Re: What's going on in your fort?
« Reply #30740 on: September 07, 2013, 03:17:50 am »

Ironfierce has been doing a stunning job of goblin grinding for the past twelve years. It has an unobstructed entrance, the goblin horde surge straight into a hail of bolts - any survivors are shredded in the guardroom. It's lush to watch - all that blood and vom painting the entrance. I particularly enjoy sending a single sword dwarf out to deal with unconscious survivors - just takes the heads off with one sweep. He is about to be superseded by the vampire axe dwarf. I want to see if he puts the bite on unconscious goblins.

The finishing touches are just being made to the Hospital of Eternal Youth. Just need to lacerate the vampire a tad, and use his blood to contaminate the well. I will burrow a couple of medics nearby. This way I can ensure that gravely injured dwarfs have every opportunity to get turned fully recovered.

The military are dressed in masterwork steel which is decorated with gold. All weapons and shields are masterwork steel, except for two which are an artifact sword and artifact mace - both steel. Also, in among the usual junk, they've managed to also create three artifact shields. No adamantine as yet - but they're shredding invasions fantastically well all the same.
 
Behind this glistening facade, however, there is the usual logistical tangle going on. So it has been decided to level the volcano down to aquifer level, leaving the lava tube standing. This will erase the existing, fortunately shallow, fortress of encroaching fps death. In its place - an exquisite surface city, with sensible plumbing, built around a towering iron marvel.

I am going to make a picture of it, and carry it around in my wallet.
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WanderingKid

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Re: What's going on in your fort?
« Reply #30741 on: September 07, 2013, 04:37:52 am »

Blackflayme....

I am currently laughing my ass off so hard my gf has annoyed me twice about being too loud when I come home inebriated.  Thank you.  Awesome.

mounf

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Re: What's going on in your fort?
« Reply #30742 on: September 07, 2013, 06:29:25 am »

Watchdiamond has now survived its 5th year. A goblin siege heralded the end of winter and brought us the gift of much useless tat to be melted down and turned into menacing spikes. The only casualty  was our resident vampire who strangely decided to engage the entire attack of 40 goblins and 17 trolls by herself and was wrestled and axed to death (finally) a fitting memorial will be completed to rest near the tombs of the dwarfs she killed. Once again the siege was broken before it could get to the trap field.

Only 4 more levels to go on the main dining hall, then to move food production and storage out of the temporary fort and get started on the industrial district.

Given that pankration appears to be a hobby of my civilisation (given the number of dabbling wrestlers I get), wrestling lessons have now been instituted as an experiment for non-essential dwarfs.
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smjjames

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Re: What's going on in your fort?
« Reply #30743 on: September 07, 2013, 09:30:09 am »

The first siege of Delervathez was over nearly as fast as it began. My defensive walls weren't complete, but I had enough to protect against a siege. Unfortunately, the dwarves were working outside when the siege arrived, so I quickly ordered everybody inside. Despite them running (and even hauling rocks while running, geeze, drop the rocks and THEN run!), I lost three dwarves to crossbow goblins (one fell on a weapon trap) and one of the miners managed to bat away some bolts while another attacked an axegoblin while being mauled by a cave croc. That dwarf died of bloodloss.

My macedwarves killed the crossbow goblins and apparently the other groups of the siege fled.

Time to get a makeshift hospital set up. I procrastinated on setting up a hospital, again.

Edit: *child has grown to become a pheasant* Hey kid! You're now a miner *tosses kid a pick* Get to work!

Edit2: Now it's summer and oh shit, another siege has arrived. This time I'm sending my military out while everybody else scrambles to get inside. Must be producing wealth too fast what with the digging, that or they think I'm weak.
« Last Edit: September 07, 2013, 11:31:38 am by smjjames »
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smjjames

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Re: What's going on in your fort?
« Reply #30744 on: September 07, 2013, 01:07:50 pm »

Siege 3 dammit!! XD

Going to turn off invasions until I at least get the mountain wall stuff done. Right after a caravan arrived even.

Edit: Good news, the caravan survived, bad news, I lost 3 macedwarves, good news, I killed their cowardly general. The only combat log for the general was that he got killed via mace to the head. They still have another war leader and their law giver, but I think they'll stop having mounts now.
« Last Edit: September 07, 2013, 01:19:55 pm by smjjames »
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morlicar

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Re: What's going on in your fort?
« Reply #30745 on: September 07, 2013, 02:41:09 pm »

Rigothkilrud, "Craftbronze" 13 Granite 152

The last couple of weeks have been mildly eventful.  We breached the first cavern, as it was unusually close to the surface.  Rather than walling it off as the overseer usually does, he orders us to explore and claim as much of the cavern as we can.  We're to build walls to keep new things out until the overseer thinks we're ready for 'em.

Well, all was going according to plan until a giant cave spider blindsided Lolor Rovaddalzat, webbed her up real good and started biting on his steel helm.  Now, Lolor was none too happy to be the spider's chew toy, and worse, she was already a bit thristy so she calls out and gets the overseers attention.  He musters the first two militia squads and orders the first to kill the spider and the second to take position behind the durn thing.  First squad blundered right into the webs that bound Lolor but the second squad took position and charged from behind.  The spider turned to face and webbed them, but this allowed the first squad to free themselves and press their attack.  It took a bit of back and forth, but eventually the spider fell.

Whilst this was going on, a pack of trogs meandered into one of our small pens ... of war jaguars.  The fighting thinned the trogs numbers a bit and scattered them, but we lost a jaguar to a head blow.  One of the troglodytes bumped into young Adil Mistemfer, who was supposed to be practicing making weapons at the forge, but instead was wandering the caverns.  Unarmed and unarmored, as she hasn't been inducted into a militia unit yet, she used fisticuffs and wrestling to fight off the troglodyte.  She eventually managed to get a good hold on the beast and threw it away so she could make her escape.  The trog followed her until they caught the attention of a war jaguar, which ended the trogs life.    She is now resting comfortably in the hospital with a broken nose and broken feet.  Still, she learned how to fight quickly and will be a welcome addition to her militia unit...once she finishes learning her forge skills. 

Even though there are still troglodytes meandering around, work continues on the walls.  Almost everyone is in the militia and are armed and armored even when not on duty.  With the war animals around, the odds are in the dwarfs favor unless something big and bad shows up.

Work would go faster if the overseer would let us use stone block.  However, he still insists that all permanent construction be made of fired brick or clear glass.  We spend a lot of valuable time waiting for the bricks to be made, so it is without doubt that something else will wander into our part of the cavern before we finish walling up.  I just hope it ain't a blind cave ogre...or something even worse.
« Last Edit: September 07, 2013, 05:20:12 pm by morlicar »
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BlackFlyme

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Re: What's going on in your fort?
« Reply #30746 on: September 07, 2013, 03:28:05 pm »

Blackflayme....

I am currently laughing my ass off so hard my gf has annoyed me twice about being too loud when I come home inebriated.  Thank you.  Awesome.

:D

I was not anticipating my necro-adventurer in the least! And I thought the poisonous vapor FB that killed half my military was bad, at least the corpses he created wouldn't rise back up!

Though that FB was bad, it's vapor completely rotted anyone who came into contact with it, but the main death-dealing was done by infections, it didn't kill a single dwarf in combat.

When my necromancer showed up, it was right after an ambush, so there were a few corpses for him to choose from. I barricaded everyone in the tavern as the military flailed about trying to keep the corpses down. But it was futile, as Goden saw fit to ignore the burrow order, and just wandered around the town, resurrecting the military that fell in battle.

Then, in a major lapse of judgement, I figured since necromancers are ignored by zombies, I would get Goden to kill them. I threw him in the first squad that wasn't full. Which was the Captain of the Guard's. First thing he did? Went straight to the tavern, ignoring the kill order, and punched some poor SoB in the face for a failed mandate, killing him instantly. The blow sent him flying across the room.

He then went and killed a zombie kiwi. Then raised it. Then killed it again. Then raised it again. Repeat ad-nauseum approx. 125 times before I got fed up and canceled the order.

So I just watched in a mixture of horror and pure glee as the zombie horde grew and spread about the map. Then Goden found his way into the refuse stockpile. What !!FUN!! that was!

The worst part? The entire time this massacre was going on, Goden just kept watching. He never got the "witnessed death" thought once, and was even happy the entire time! His only negative thought was that aren't enough chains and cages in the fort for his liking!

Almost the entire surface is blood now, and not a single merchant has survived long enough to even turn tail and run! I had even been sieged by goblins, and they didn't stand a kobold's chance in HFS! The only things left alive are the caged merchant animals, Goden the mayor/necromancer, and Steamhatchets the Pastime of Soul, the most bad-ass unicorn I have ever borne witness to.

In short, this is the greatest fort I have ever had the pleasure of failing.
« Last Edit: September 07, 2013, 04:08:01 pm by BlackFlyme »
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smjjames

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Re: What's going on in your fort?
« Reply #30747 on: September 07, 2013, 03:37:06 pm »

In what is definetly a facepalm moment, I wasn't even paying attention to the food supply and I had been having the farmers do stuff besides plant. I'm butchering some of my animals, but it won't be enough, and I've set up a second farm plot to get more plump helmets grown.

Nobody is hungry enough to show up as hungry on the health info in the z menu, yet, and the human caravan should be a month or two away.
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Gentlefish

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Re: What's going on in your fort?
« Reply #30748 on: September 07, 2013, 04:16:34 pm »

New computer, new fort! Runs surprisingly well on windows 8. Anyway, I embarked on flowing water, and it was frozen. The wagon was on the river. So I mark everything for dump and autodump right at my forts entrance. Only the liquid booze and nothing else makes it. crap.

Turns out it was a brook too. I managed to recover with a lot of gathering and now I've got a bunch of dabbling herbalists.

BlackFlyme

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Re: What's going on in your fort?
« Reply #30749 on: September 07, 2013, 08:19:23 pm »

Unfortunately, Murkyroads has finally met it's end. It's a shame, it wasn't doing too bad. If only my necromancer wasn't such an avid animator.

Still, it was fun watching several sieges get shredded by my legion of the damned. It wasn't just goblins, humans and elves who had hoped to avenge their caravans came for revenge as well. Migrants never managed to make it to shelter either, unfortunately. Though I did get a chuckle when I saw:

Goden Udirkeshan, mayor necromancer cancels Recover Wounded: Job item lost or destroyed.

I almost went into a fit there.

What got Goden was, of course, a vengeful ghost. Even then though, at the end of it all there was still one other living member of the fort, who had been fighting the unholy horde for months without rest. Steamhatchets the Pastime of Soul will never be forgotten. If only creatures weren't automatically culled when a fort crumbles, she could potentially still be fighting a battle she would never win. 1210 notable kills, 6527 other kills.

That was a bad-ass unicorn.
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