Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 3353 3354 [3355] 3356 3357 ... 3835

Author Topic: What's going on in your fort?  (Read 5786944 times)

Sanctume

  • Bay Watcher
    • View Profile
Re: What's going on in your fort?
« Reply #50310 on: June 30, 2017, 01:11:28 pm »

I was in the mood on re-reading Malazan Book of the Fallen, and so I end plying a fortress. 

Named it Pale.  I named the dwarfs after characters of the series using the wiki.  I have less than 80 pop, and the Malazan wiki still has plenty of names to choose from. 

Biome was a 2x2 with an evil biome.  I got reanimating, and flocks of giant bird corpses frequently coming in. 

Spent the first 2 years building the infrastructure, then walls to ready for an all above ground move. 

The aquifer was not bad.  But only have tetrahedrite for metal it seems.  Getting bronze from human trade, and steel from mountainhome. 

Home dwarfs at war with elves, but my neighbor elves are differ so I trade for now. 

The 20+ bed hospital gets me doctor skills up, that I may need to break out into 5 specialist.  Long-term, they would turn scholar and see how much book writing they do. 

I got 7 nickel cages total, and end up with 3 nickel minecarts.  Filled 2 of them with magma, the 3rd for a magma draining.  I manage to have 1 magma smelter, and 2 magma forges near the surface so far.  Working on magma glass next as the woods are getting depleted on the surface. 

Basalt stones are common near the surface, so Pale's walls are made of basalt mostly. 

I had some ice when I dug a small moat, which happens to be adjacent to an aquifer.  Lucky that no one freeze-died. 

I dorfly constructed ice roads thinking it looked cool in Armok Vision screenshot, but it thawed when spring and summer came. 

I also played with houses with sloping roof look.  It's almost like a human city from the looks of it on the surface.

Fleeting Frames

  • Bay Watcher
  • Spooky cart at distance
    • View Profile
Re: What's going on in your fort?
« Reply #50311 on: June 30, 2017, 01:31:33 pm »

Mix of taiga/tundra and reanimating plains? Nice job trading despite the undead.

Derpy Dev

  • Bay Watcher
  • Normal Person Doing Normal Things
    • View Profile
Re: What's going on in your fort?
« Reply #50312 on: June 30, 2017, 02:48:06 pm »

Sure, if they're same species, and forgotten beasts are all unique snowflakes(HFS doesn't fight each other, so they're different). Otherwise, on monster island embarks the hordes of dragons melting the hordes of bronze colossi is not uncommon sight (though, they'll all be friendly again if the area you embarked in was reanimating - of course then the packs of zombie hydras will all beeline for embark wagon instead). (Though they don't kill each other in that same lair before you embark.)

Thank you for showing me this amazing thread by the way. And the explanation was good too!

callisto8413

  • Bay Watcher
    • View Profile
Re: What's going on in your fort?
« Reply #50313 on: June 30, 2017, 04:24:41 pm »

My Fortress, Ironauras , has attracted no migrants this season.  I wonder why?  Maybe all those Dwarves bleeding to death because they somehow picked up 'Beast Sickness'.

I can NOT stress this enough people.  Make sure your populace all WEAR protection.  And, of course, when I say protection, I mean socks.

 >:(  SOCKS people!  We all know your Mom and Dad told you to wear socks before entering the mines.  Well, there is a good reason.  Own them, wear them, and replace them when needed.  The Cleaning Trenches ONLY go so far to protect you!  Only a few of the Dwarves who picked it up survived getting 'Beast Sickness' (and yes, that is what it was diagnosed by Thizalath and Thizalath knows what she is talking about because she is a Expert Diagnostician and she wears a pair of socks AND a pair of boots).

Socks people!  SOCKS!

Logged
The most EVIL creature in Dwarf Fortress!

Demonic Gophers

  • Bay Watcher
    • View Profile
    • The Tunnels
Re: What's going on in your fort?
« Reply #50314 on: June 30, 2017, 05:49:01 pm »

Started a new Molvokan test fort, Manormonster, to see if the current version of the mod has enough enemy entities yet and just how badly some of them need to be rebalanced.  The rules of Ashtalzoban are:
-Only members of the inner circle may use tools and weapons, and get bedrooms within the Iron Manor.
-The seven founders establish the inner circle.
-To join the inner circle, immigrants must get at least 5 sentient kills, and be Expert or better in some significant skill.
-If eligible candidates are available, 1 individual or married couple may join the inner circle per season.  Couples are the first priority, followed by high-caste citizens, followed by those with needed skills.

My founders include a winged goblin - the weakest of the ruling castes, but still a stroke of luck in the initial group.  She'll be Ashtalzoban's warlord and bladesmith, the most powerful of the founding seven.  I've also got one pair close enough in age for potential romance: the Digger, Berkhak of clan Doom, and the Manager, Dozur of Curse.  Nobody else all that noteworthy among the founders.  I've got one miner, one woodcutter (with a bit of axe skill), three swordsmen to form the initial militia, and two crossbowmen to fend off any flying problems.  Much of the map is black sand desert with a few saguaros, a good area for the Iron Manor; the rest is light woodland with a moderate supply of peach, plum, and apricot trees.  A small river along one side is currently infested with carp.  There should be marble somewhere below, but I'll have to get past an aquifer to see what sort of ore might be available.  For now, the first priorities are establishing a reliable food supply and starting construction of the Iron Manor.
Logged
*Digs tunnel under thread.*
I also answer to Gophers and DG.
Quote from: Shades of Gray
*Says something inspiring and quote worthy.*
Opinions are great, they're like onions with pi.

Maul_Junior

  • Bay Watcher
    • View Profile
Re: What's going on in your fort?
« Reply #50315 on: July 02, 2017, 02:28:19 pm »

It's a forgotten beast. I thought/hoped it was a titan, a specific FB is way less likely to show up at my fort (though it is a smaller sized world).
Actually, it might. Creatures can attack your fort no matter where they come from. Bastiongate killed or captured every single FB in the world.

......

I.......

have a sudden need to make a fort whose sole purpose is to create a zoo (complete with gem or glass windows) of as many megabeasts, Forgotten Beasts, etc as possible. Stated goal is to capture: Killing (or allowing) even a single (on-Fortress map) Forgotten Beast is considered a tragedy.

Dwarves are replaceable. Forgotten Beasts are not.

......

no, not just Mega/FB Zoo.

ALL OF THE THINGS zoo.

Spoiler (click to show/hide)

Construct a tavern around the containment cells, and create a system that periodically feeds a captured goblin invader to a randomly selected beast. Surround the containment cells with fortifications and windows, so that the visitors can see the beasts but the beasts can't shoot anything at the visitors. I'd also vote for hall of legends if this gets built. Once you have captured every beast in the world, pit them all together in an epic arena battle and murder the survivors, so that there are no more mythical abominations to haunt the world.


You're thinking too small.

Once all the Beasts are captured, the fort is sealed shut [, a back-up save created for posterity/fun/community shenanigans], HFS is broken open (if it hasn't already), Dwarves are outfitted with the finest armor, weapons, and training that Dwarven culture has to offer, and the Zoo's built-in safeguards are disabled--releasing every beast into the Fortress in a free-for-all.

May Armok have mercy on their souls.

.....somewhere a Vampire or a Were is sitting with a small farm, preferably in Fire Clay, with a Still, and minding the Bookkeeping. Keeping track of every toe, fingernail, and scrap of skin that gets torn off in the melee(s).

Then, when the dust has settled, and only one or two beasts remain, a door is opened, and the Champion is unleashed upon the surface--and the world.

Then, when the creature [ s ] is/are away, a lever is pulled, and the entire damn Fortress falls down into Hell.



......I kind of want to write that story in the style of the Increasingly Tragic Tale of Dumplin.....



EDIT:

so.

If I want as many creatures as possible, I will need a Good/Evil border, preferably with high Savagery. hmmmm.......time to poke around the worldgen section of the wiki.

so far all I've done with worldgen is turn metals to like 4-500 (YOU get a metal. and YOU get a metal. look under your chairs, EVERYONE gets multiple shallow and deep metals, with Flux!), turbocharge the number of volcanoes, and dramatically scale up the number of megabeasts in the world.

......Good/Evil border with Savage Mountain (For Yeti, and because wiki says Rocs live in Mountains) tile. Also preferably a Savage Tropical for Elephants, etc.

........or I could go for Sasquatches instead of Yetis? ......hmmmm........
« Last Edit: July 02, 2017, 02:42:49 pm by Maul_Junior »
Logged
Quote from: Meph
I didn't actually say this.

Quote from: smurfingtonthethird
there is nothing funnier than watching a goblin army get assaulted by hundreds of war chickens.

Any new discovery, sufficiently weaponize, is indistinguishable from !!FUN!!

Staalo

  • Bay Watcher
  • It's all for the betterment of Dwarfkind - honest!
    • View Profile
Re: What's going on in your fort?
« Reply #50316 on: July 02, 2017, 05:45:07 pm »

Sure, if they're same species, and forgotten beasts are all unique snowflakes(HFS doesn't fight each other, so they're different). Otherwise, on monster island embarks the hordes of dragons melting the hordes of bronze colossi is not uncommon sight (though, they'll all be friendly again if the area you embarked in was reanimating - of course then the packs of zombie hydras will all beeline for embark wagon instead). (Though they don't kill each other in that same lair before you embark.)

Thank you for showing me this amazing thread by the way. And the explanation was good too!

Ooohhh, that thread gave some painful flashbacks. I immediately decided to try again a kilo-megabeast world and found a Fun looking embark spot with a piece of Evil biome in the middle. So, in 15, The Ambiguous Wheel of The Standards of Clapping founded Volalid, "Whiterocks." Strike the earth!

At first, the embark didn't look that impressive. Only about hundred Giants, Ettins and Cyclops who of course immediately started duking it out in their lairs on the Evil terrain. Same old, same old...

Then the Evil area turned out to be reanimating ground.

Long story short, I have now completely lost the surface to roaming giant humanoid undead. Only my two miners are left alive, the rest were ripped apart when a damn CAT drew a train of zombie Ettins towards the entrance hole my dwarves were just trying to plug. The anvil is still outside, as is the only axe of the embark party. I'm currently building trap corridors to lure about sixty zombies to a containment area, so one of the miners might sneak away with the anvil. Such FUN I'm having...
Logged
Kasmko Taldequihu, Human Criminal corrupted zombie is visiting.
Mong Todsporro, Human Criminal death zombie is visiting.

Uhhh... welcome?

Derpy Dev

  • Bay Watcher
  • Normal Person Doing Normal Things
    • View Profile
Re: What's going on in your fort?
« Reply #50317 on: July 02, 2017, 06:42:11 pm »

Sure, if they're same species, and forgotten beasts are all unique snowflakes(HFS doesn't fight each other, so they're different). Otherwise, on monster island embarks the hordes of dragons melting the hordes of bronze colossi is not uncommon sight (though, they'll all be friendly again if the area you embarked in was reanimating - of course then the packs of zombie hydras will all beeline for embark wagon instead). (Though they don't kill each other in that same lair before you embark.)

Thank you for showing me this amazing thread by the way. And the explanation was good too!

Ooohhh, that thread gave some painful flashbacks. I immediately decided to try again a kilo-megabeast world and found a Fun looking embark spot with a piece of Evil biome in the middle. So, in 15, The Ambiguous Wheel of The Standards of Clapping founded Volalid, "Whiterocks." Strike the earth!

At first, the embark didn't look that impressive. Only about hundred Giants, Ettins and Cyclops who of course immediately started duking it out in their lairs on the Evil terrain. Same old, same old...

Then the Evil area turned out to be reanimating ground.

Long story short, I have now completely lost the surface to roaming giant humanoid undead. Only my two miners are left alive, the rest were ripped apart when a damn CAT drew a train of zombie Ettins towards the entrance hole my dwarves were just trying to plug. The anvil is still outside, as is the only axe of the embark party. I'm currently building trap corridors to lure about sixty zombies to a containment area, so one of the miners might sneak away with the anvil. Such FUN I'm having...

That sounds wonderfully stressful.

Fleeting Frames

  • Bay Watcher
  • Spooky cart at distance
    • View Profile
Re: What's going on in your fort?
« Reply #50318 on: July 02, 2017, 08:40:23 pm »

@Maul Junior: Heh. Neat scenario, though requires suitably advantageous ground for webber/duster to kill dwarves with decades of training. Though you'd make larger splash on the world if you feed histfig kills to hfs so they'd become histfigs themselves, larger still if you bred and danger-roomed them (I think they were intelligent), then abandoned the fort in the middle of human city as to keep them all alive.

Also, I'd say high savagery, preferably with good-evil border. There's only handful of creatures with good or evil alignment - mountain has just 1, iirc, and megabeasts will come to you from whenever, even from over ocean - while almost every mundane species has a giant/animal people equivalent (I kinda want to histfig and train a group of raven men and women, use tweak -makeown on them and etc, then kill all dwarves, set strict popcap to 1 and call it Tengu Fortress).

That said, you can only have at most 9 biomes in an embark while getting the full list of creatures requires 13, so you'll have to pick and choose.

@Staalo: Sounds like a quick challenge. Maybe I'll try to see if I can get a monster island gen with evil biome and all civs+tower one day.

5crownik007

  • Bay Watcher
  • 5crownik007 cancels Homework, playing Dwarf Fort
    • View Profile
Re: What's going on in your fort?
« Reply #50319 on: July 04, 2017, 12:20:21 am »

Human fort died.
Between the fact that I drown half the population in a pit for worshipping a suicide god, the fact we couldn't create a military, and the lack of food, everyone died.
Logged
https://i.gyazo.com/a2e73b4fe5612640aacbe46cb4c78740.gif
The Soviet invasion of the Reich fort in arena. Soviets won despite... that.
---------------------------
GENERATION 29:
The first time you see this, copy it into your signature on any forum and add 1 to the generation. Social experiment.

ZM5

  • Bay Watcher
  • Accomplished RAW Engineer
    • View Profile
    • Steam
Re: What's going on in your fort?
« Reply #50320 on: July 04, 2017, 01:45:25 am »

Human fort died.
Between the fact that I drown half the population in a pit for worshipping a suicide god, the fact we couldn't create a military, and the lack of food, everyone died.
I'm wondering if that's actually gonna become a thing at some point in worldgen - religious cults making sites and then doing crazy stuff in there related to their sphere of worship, i.e mass suicides like this in order to honor their suicide god.

Fluffy

  • Bay Watcher
    • View Profile
Re: What's going on in your fort?
« Reply #50321 on: July 04, 2017, 08:31:11 am »

Reanimating biome, on first cavern level there is forgotten beast dead or alive fighitng constantly, on second there is a horde of zombie cave dragons ft. crundle piece party. Waiting for 1\7 magma to evaporate to continue pumping to second layer. Watching at plump helmet men traveling via wall crawling to not get burned, i'm actually impressed.
Logged
Sorry for my bad english

Staalo

  • Bay Watcher
  • It's all for the betterment of Dwarfkind - honest!
    • View Profile
Re: What's going on in your fort?
« Reply #50322 on: July 04, 2017, 09:09:28 am »

Whiterocks, 15th Felsite, year 17.

Little Sazir Dotshot has been a punching bag for a pair of giant zombies for over two weeks now.

He had somehow managed to sneak outside during a very careful hauling operation in a far corner of the map, and inevitably attracted unwanted attention from local roaming megabeast undead. I resigned to seeing him becoming another corpse among the dozens littering the non-reanimating areas around Whiterocks, but then something completely unexpected happened: He survived. And kept on surviving.

It looked like the attacks just glanced away or passed right through, unless a blow connected hard enough to send him flying several blocks away. Sometimes a limb would bend, but Sazir was still completely unharmed. Stunned, yes, and scared and exhausted, but it seems he is invulnerable to attacks from the Giant and Ettin zombies tormenting him. He does seem to get thirsty and hungry, though.

Of course I tried to find out what superpower could make him withstand the undead onslaught, but he seems to be quite normal child, except... he is negative one hundred eighty-two days old. His birth date is in the future, in Timber this year. Now there's something I have never seen in DF.

I have so many questions now. Was he always like that or did a zombie punch him so hard his birthday was propelled away by the force of the blow? Is he invulnerable because he doesn't actually exist yet? What happens when his birthday rolls around? Most importantly, how do I save him before he dies of thirst (if he does)?


EDIT: After nearly a month of pummelling, a lucky kick propelled Sazir away from the zombies and landed him right next to an entrance, allowing him to escape to safety. He is now well fed and boozed and is currently getting a new set of clothes to replace those torn to shreds during his rough handling. I'm curious to see what happens in 28th Timber when he's supposed to be "born."
« Last Edit: July 04, 2017, 10:40:16 am by Staalo »
Logged
Kasmko Taldequihu, Human Criminal corrupted zombie is visiting.
Mong Todsporro, Human Criminal death zombie is visiting.

Uhhh... welcome?

Staalo

  • Bay Watcher
  • It's all for the betterment of Dwarfkind - honest!
    • View Profile
Re: What's going on in your fort?
« Reply #50323 on: July 04, 2017, 02:06:28 pm »

Hmmm... I might have found a possible reason why the giant humanoid zombies couldn't hurt Sazir.

His size is bit over 1200 cubic centimeters, which means he is about one-third the size of a newborn Dwarven baby. Which sort of perversely fits since it's still about five months until he's supposed to be born; he's practically an aborted fetus walking around in my fortress.

Just when I thought nothing in DF couldn't creep me out anymore...
Logged
Kasmko Taldequihu, Human Criminal corrupted zombie is visiting.
Mong Todsporro, Human Criminal death zombie is visiting.

Uhhh... welcome?

Derpy Dev

  • Bay Watcher
  • Normal Person Doing Normal Things
    • View Profile
Re: What's going on in your fort?
« Reply #50324 on: July 04, 2017, 02:20:24 pm »

I found out why you don't remove the attack requirements for titans, literally first year and a fire breathing sauropod ruined everything.

I'll just lower it down to semimegabeast level next time...
Pages: 1 ... 3353 3354 [3355] 3356 3357 ... 3835