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Author Topic: What's going on in your fort?  (Read 3312762 times)

Aristion

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Re: What's going on in your fort?
« Reply #37290 on: September 27, 2014, 02:23:32 am »

With ridiculous amount of food and booze and large elite army and no goblins in sight, I wonder if I just should retire my fort. I wonder, if I do it, will my militia help push back Fated Torments I keep hearing about?

If the bug involving invading armies still exists and persists, then no it will fall at the first site of an invading force when you retire.
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I kept imagining this guy go "By Armok, not the dead roaches! Oh gods the hamsters oh the dwarfmanity!"
Devotes several hours a day making vampires an endangered species.

Sirbug

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Re: What's going on in your fort?
« Reply #37291 on: September 27, 2014, 06:58:40 am »

So, I decided to have my mayor prove his worth by slaughtering crundles in the arena.

Discovery: Falling one tile is very painful for amored dwarves. Also, crundles suck.
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Cool, but wouldn't this likely lead to tongues having a '[SPEACH]' tag, and thus via necromancy we would have nearly unkillable reanimated tongues following necromancers spamming 'it is sad but not unexpected'?

Larix

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Re: What's going on in your fort?
« Reply #37292 on: September 27, 2014, 11:12:10 am »

Were you dropping the mayor off a retracting bridge? Those don't drop but rather toss; they grant an amount of lateral velocity, which often results in skipping across the floor or bouncing into walls, which can cause serious injuries. A pure drop of one z rarely harms a dwarf. You must use a floor grate or hatch for that purpose. (If that's what you did, you just got unlucky.)
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Zuglarkun

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Re: What's going on in your fort?
« Reply #37293 on: September 27, 2014, 11:23:49 am »

So, I have obtained a breeding population of saltwater crocodiles, alligators and giant rattlesnakes.  :o
Sadly no hippos, giant tigers or armadillos (renewable shell).

shlorf

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Re: What's going on in your fort?
« Reply #37294 on: September 27, 2014, 02:09:54 pm »

I created an artificial pond outside from cavern water which can be fished for pond turtles.
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Max™

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Re: What's going on in your fort?
« Reply #37295 on: September 27, 2014, 02:45:41 pm »

I polished my degunkable bath design:


The design works best when the door tile is indoors so it ends up getting cleaned regularly as well, but the important part is that you can get rid of the washed off blood and whatnot that collects rapidly in dorfbaths while also getting some pump operation exercise, and you won't have to worry about flushing animals into a river or using magma to cleanse it. I put the fortifications down because they look nicer, technically you could get an animal stuck in the far end of it, but as long as you only have it pond filled to 3/7 you shouldn't get any instances of that, and the pressure from pumping into the ends should wash anything trapped back to the right side so they can escape.
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Engraved here is a rendition of an image of the Dwarf Fortress learning curve. All craftsdwarfship is of the highest quality. It depicts an obsidian overhang which menaces with spikes of obsidian and tears. Carved on the overhang is an image of Toady One and the players. The players are curled up in a fetal position. Toady One is laughing. The players are burning.
The VectorCurses+1 tileset strikes the square set and the severed part sails off in an arc!

Quartz_Mace

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Re: What's going on in your fort?
« Reply #37296 on: September 27, 2014, 09:06:44 pm »

Quartz Mace cancels living: demons embedded in everything.
I'm sigging this.
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Welcome, newcomer, to this place of madness, also referred to as the forums of the Twelfth Bay. I hope you enjoy your stay.
Quartz Mace cancels living: demons embedded in everything.
Ass möde is a way of life
Retired/Extended Sigs

Larix

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Re: What's going on in your fort?
« Reply #37297 on: September 27, 2014, 09:27:40 pm »

Pulping in living creatures is apparently not nearly as dramatic as it sounds:

A bunch of puppies decided to conga into a mincecart, i mean minecart cyclotron. Puppy bits flew everywhere and before anybody could pull the lever to disarm the contraption, a spinner bravely stepped in to "clean". Of course he got smacked silly - thrown into the nearest wall at ~100k speed (it was a wooden cart; a metal cart would have disassembled the dwarf), shattering a leg and "smashing the neck into the upper body, turning it into an unrecognisable mass". Upper spine broken upper spinal nervous tissue cut apart and concussed. In .34.11, this would have been an absolute death sentence, because if any bit of CNS got mildly bumped, it'd irreversibly cease to function, which in case of upper spinal chord would have meant the dwarf stopped breathing.

Not so in .40.11 - the dwarf only lost the ability to stand (broken leg) and got cured. The "cut apart" nervous tissue was tied back together (sutured) and that was that. Less than a season later, he got a mood, claimed a leatherworker's shop (i had only enabled leatherworking for him after the accident, got really lucky there) and made a very neat pair of trousers and then started churning out high-quality leather goods like crazy.

In other events, four more (and better!) wells were installed and the well meeting zone shifted to those. I fiddled with suspensions until three of the wells were finished by the near-legendary mason and not one of the many dabblers and novices; results were one masterwork and at least one exceptional well. Architecture value went up from ~35 000 to about 55 000. The dwarven liaison offered a barony, so our armoursmith who had long been vetted for the position was promoted.

Now if i could only get someone to marry - 50 beards and not a single married couple!
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Max™

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Re: What's going on in your fort?
« Reply #37298 on: September 27, 2014, 09:33:23 pm »

Quartz Mace cancels living: demons embedded in everything.
I'm sigging this.
« Last Edit: September 27, 2014, 10:16:55 pm by Max™ »
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Engraved here is a rendition of an image of the Dwarf Fortress learning curve. All craftsdwarfship is of the highest quality. It depicts an obsidian overhang which menaces with spikes of obsidian and tears. Carved on the overhang is an image of Toady One and the players. The players are curled up in a fetal position. Toady One is laughing. The players are burning.
The VectorCurses+1 tileset strikes the square set and the severed part sails off in an arc!

Sus

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Re: What's going on in your fort?
« Reply #37299 on: September 28, 2014, 01:15:29 am »

Sikel, the poisonous giant enemy crab that kept pinching cavern fauna and other forgotten beasts to pulp, decided to commit suicide by plunging off a tall Black-Cap and turning its upper body into gore.
Wala the steel quadruped, on the other hand, seems to be stuck on top of a Tower-Cap in the upper cavern layers. I think I'll pull the drop ceiling trick on him.
Other than that, life in Sastres Anan is becoming somewhat stagnated. Having no access to goblins or other surefire sources of Fun1), the fortress just trudges along, slowly carrying out my pet projects. Once those are finished, I think I'll retire the fort and try to find a more interesting, yet survivable, embark site. The greatest achievement of my fort so far is advancing the dwarven knowledge of ostrich and rhinoceros training by a few facts.

In case some ‼Science‼-minded individual wishes to poke around and study the idio(ma)tic design of a typical Sus Fortress, I'll upload a pre-retire save to DFFD.

1)Well, technically, the bluish metal spire at the bottom of the fort does offer Fun galore if opened. There may even be a curious underground structure somewhere in the lower caverns.
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Certainly you could argue that DF is a lot like The Sims, only... you know... with more vomit and decapitation.
If you launch a wooden mine cart towards the ocean at a sufficient speed, you can have your entire dwarf sail away in an ark.

Sus

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Re: What's going on in your fort?
« Reply #37300 on: September 28, 2014, 01:48:36 am »

So, I have obtained a breeding population of saltwater crocodiles, alligators and giant rattlesnakes.  :o
Sadly no hippos, giant tigers or armadillos (renewable shell).
Giant rattlesnakes? Color me envious. I bet those will really do a number on any hapless thief...
Crocs are pretty awesome as well, both for combat and meat/egg industry.
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Certainly you could argue that DF is a lot like The Sims, only... you know... with more vomit and decapitation.
If you launch a wooden mine cart towards the ocean at a sufficient speed, you can have your entire dwarf sail away in an ark.

Splint

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Re: What's going on in your fort?
« Reply #37301 on: September 28, 2014, 02:06:38 am »

So, I have obtained a breeding population of saltwater crocodiles, alligators and giant rattlesnakes.  :o
Sadly no hippos, giant tigers or armadillos (renewable shell).
Giant rattlesnakes? Color me envious. I bet those will really do a number on any hapless thief...
Crocs are pretty awesome as well, both for combat and meat/egg industry.

Clearly these beasts must be made combat trainable.

Lolfail0009

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Re: What's going on in your fort?
« Reply #37302 on: September 28, 2014, 02:06:54 am »

A Forgotten Beast showed up in one of my caverns. Seeing as it was merely an ash quadruped, I simply could not be fucked dealing with it ((still no military '^^)) but it was harassing my haulers. Decided to take a mulligan on that one, and cast EXTERMINATE FORGOTTEN_BEAST_180. Now maybe I can start carting that nether-cap back up for my magma pump stack.

Snaake

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Re: What's going on in your fort?
« Reply #37303 on: September 28, 2014, 02:48:50 pm »

Hmmm..just remembered that cougars, being big cats (and like all little cats), can't be trained.  I have decided that the Elves are messing with my mind.
Untrue, one of my forts had War Leopards.  34.11 though, not sure about 40.x yet.

Really?  The DF Wiki says cougars can't be trained.
...

Have a look at http://dwarffortresswiki.org/index.php/DF2014:Animal_trainer
Most large cats and actually even ocelots and bobcats, even though the latter are only 8000 cc as adults, less than a third the size of a dog, can be trained for both hunting and war (as are the giant versions of all the previous). In fact, it seems cougars may be the sole untrainable-large-cat exception that proves the rule.

On one hand, war training isn't absolutely necessary for sufficiently dangerous and aggressive animals (hunting training is pretty crucial if you want to use the animals for hunting, since it makes them better at sneaking), but if you consider this to be a bug/accidental omission by Toady, feel free to edit the RAWs of the save; I think just adding the training tags wouldn't require a regen.
« Last Edit: September 28, 2014, 02:59:30 pm by Snaake »
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Aranador

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Re: What's going on in your fort?
« Reply #37304 on: September 28, 2014, 03:50:29 pm »

Cougars are ornery, bad tempered, vicious, savage blighters that are always right on the edge of flipping out and mauling anything nearby - including their own breeding mate.  Heavens help us all if one ever becomes a ninja.

Pretty much all other felines, from tigers to tabbies, are cutsy wuutsie kitties as long as you are not their dinner.  (But be mindful that a playful bite from a house cat is very different than from a 700lb tiger).  Cheetahs especially are extremely lovable cats.  Probably only male lions come close to being as bastardly as the cougars, and that's more because they want to own everything.

So yeah - Toady is spot on with this one.  Might be interesting to collect all your cougars and drop them into a pit and then throw captured goblins in there too, although not sure if the non-fortress resident code would then have the cougars eat them.
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