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Author Topic: What's going on in your fort?  (Read 3749764 times)

NESgamer190

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Re: What's going on in your fort?
« Reply #51105 on: December 03, 2017, 07:32:40 pm »

With the fort at present, I am currently toiling to set up a dwarven greenhouse, and more bedrooms, along with a couple jeweler's workshops for the possessed dwarf in question.  With the second year, the elves had arrived, and their food and sole grizzly bear were the only interesting purchases had.  No sun berries, but I'm not bothered, due to my site growing them naturally.  I did provide the elves a few spare stone crafts as payment to send more grizzly bears, and hope they'll respond in kind.
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Iamblichos

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Re: What's going on in your fort?
« Reply #51106 on: December 03, 2017, 08:08:27 pm »

I'm now 4 years in, have a thriving metropolis, and have fought off multiple goblin sieges and several megabeasts/titans/FBs.  I am so missing DFHack right now it's not even funny.  Everything is spattered with vomit and filth, there are giant piles of garbage everywhere, every time a flying creature enters the map the FPS drops by 10 (and it isn't high to begin with).

I've also noticed that FBs no longer path into the fort; they spawn at the edge of the cavern and just sit there.  They will attack if something runs in their visual range, but they immediately return to the same spot and just... sit.  It's weird.
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I'm new to succession forts in general, yes, but do all forts designed by multiple overseers inevitably degenerate into a body-filled labyrinth of chaos and despair like this? Or is this just a Battlefailed thing?

There isn't much middle ground between killed-by-dragon and never-seen-by-dragon.

Splint

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Re: What's going on in your fort?
« Reply #51107 on: December 03, 2017, 08:23:44 pm »

I know that feeling on dfhack.

EVERYONE KEEPS FUCKING PUKING ON MY SHINY SILVER DEPOT AND DOORS.

TheFlame52

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Re: What's going on in your fort?
« Reply #51108 on: December 03, 2017, 09:35:28 pm »

every time a flying creature enters the map the FPS drops by 10 (and it isn't high to begin with).
I feel your pain. I removed [FLYING] from ravens because of this.

martinuzz

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Re: What's going on in your fort?
« Reply #51109 on: December 03, 2017, 09:56:38 pm »

every time a flying creature enters the map the FPS drops by 10 (and it isn't high to begin with).
I feel your pain. I removed [FLYING] from ravens because of this.
Ah, now I know what it was that kept nagging me unconsciously about me forgetting something after raw editing for the new version.
Right. Use the search function on all creature files to remove [FLYING] from everything except dragons and rocs.
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CaptainArchmage

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Re: What's going on in your fort?
« Reply #51110 on: December 03, 2017, 10:17:38 pm »

The fortress of Bigballs has entered its second year, and a new crop of sweet pods has been sown. The outpost liaison has finally left, and the elven caravan came with a surprisingly light load. A library has been established along with paper processing, but research has to be done before we can produce written literature for our dwarves to educate themselves with.

Unfortunately, a large ducksplosion happened, and many ducks got stuck in a tree. Now, the ducklings won't stop fighting, and nor can any dwarves get them down. We also have a bag shortage, and because the expedition leader insists on making bags with dyed cloth, a serious production bottleneck has developed.
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martinuzz

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Re: What's going on in your fort?
« Reply #51111 on: December 04, 2017, 07:25:10 am »

Oh, it's not [FLYING], it's [FLIER]

Does anyone know if I only need to remove those tags nowadays, or do I also need to remove [APPLY_CREATURE_VARIATION:STANDARD_FLYING_GAITS: ... ] ?
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Loam

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Re: What's going on in your fort?
« Reply #51112 on: December 04, 2017, 07:54:09 am »

A visiting lady macedwarf gave birth to a baby girl at my fort: she must've been pregnant when she arrived. Since she was just a visitor, not a citizen, the baby was listed as "Friendly" in my units screen, and neither the mother nor anyone else would pick her up. This, predictably, did not end well. The baby repeatedly fell down the central staircase until she landed at the bottom, still alive but badly broken up, and vomiting profusely. Endeavoring to keep the little one safe until she grew up, I followed her until she crawled into a room, then locked the door behind her. But it was too little too late, and she died of her wounds. And, since she wasn't a member of my civilization, my dwarves refused to bury her: her remains rotted on the floor until I designated a corpse stockpile just for her.

Dwarven child-care at its finest, folks.
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Th4DwArfY1

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Re: What's going on in your fort?
« Reply #51113 on: December 04, 2017, 10:12:46 am »

The fortress of Bigballs has entered its second year, and a new crop of sweet pods has been sown. The outpost liaison has finally left, and the elven caravan came with a surprisingly light load. A library has been established along with paper processing, but research has to be done before we can produce written literature for our dwarves to educate themselves with.

Unfortunately, a large ducksplosion happened, and many ducks got stuck in a tree. Now, the ducklings won't stop fighting, and nor can any dwarves get them down. We also have a bag shortage, and because the expedition leader insists on making bags with dyed cloth, a serious production bottleneck has developed.
Cut down the tree
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LegacyCWAL

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Re: What's going on in your fort?
« Reply #51114 on: December 04, 2017, 11:58:03 am »

I picked up the game again after five or six years away, and am currently working to get a handle on all the changes.

I found the caverns a while back, and immediately walled it off to prepare a more proper entryway (namely one with a jillion cage traps).  However, I accidentally designated an ore vein on that z-level for automining, and around the time the second cage trap was finished, a flood of Monster Hunters swarmed down that vein and out into the caverns.  So now I'm scrambling to get a good enough feel for the military interface to protect the haulers who are carrying out the ever-growing piles of dismembered troglodytes and murderhobos.
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Dunamisdeos

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Re: What's going on in your fort?
« Reply #51115 on: December 04, 2017, 02:22:51 pm »

The fortress of Bigballs has entered its second year, and a new crop of sweet pods has been sown. The outpost liaison has finally left, and the elven caravan came with a surprisingly light load. A library has been established along with paper processing, but research has to be done before we can produce written literature for our dwarves to educate themselves with.

Unfortunately, a large ducksplosion happened, and many ducks got stuck in a tree. Now, the ducklings won't stop fighting, and nor can any dwarves get them down. We also have a bag shortage, and because the expedition leader insists on making bags with dyed cloth, a serious production bottleneck has developed.
Cut down the tree

Chop down tree

Make duck leather from crushed ducks

Make duck leather bags
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Th4DwArfY1

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Re: What's going on in your fort?
« Reply #51116 on: December 04, 2017, 02:33:37 pm »

Use duck leather bags to hold corpses of other ducks

Make duck biscuits

Brew duck-fat beer
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pikachu17

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Re: What's going on in your fort?
« Reply #51117 on: December 04, 2017, 03:45:11 pm »

Bellsrings is subject to recurring (at least once a year) forest fires, despite not having anything that actually sets them on fire.  The original fire was caused by a Brush Titan, but now it just happens every time the woods get green again.

In other news, I've finally had it with the visitors clogging my tavern, eating my FPS for breakfast.  After almost 5 years of DF, I finally built my first drowning room and designated it as the outsider tavern.  I feel dirty, but the hell with these people.
You can set maximum amount of visitors in the d_init.
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Fleeting Frames

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Re: What's going on in your fort?
« Reply #51118 on: December 04, 2017, 04:30:11 pm »

Most of them don't really respect it in new version.

4powerd

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Re: What's going on in your fort?
« Reply #51119 on: December 04, 2017, 05:12:09 pm »

just started a fortress with a near death civ (only has a king) and near two nations that are at war with my civ....this ought to be fun
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