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Author Topic: What's going on in your fort?  (Read 4634502 times)

Shonai_Dweller

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Re: What's going on in your fort?
« Reply #55035 on: May 20, 2020, 07:34:00 pm »

Medical dwarves need strange moods that create Frankensteinish horrors from body parts
Or an urge to graft on artificial body parts to injured dorfs.

Doctor Urist screams, I must have severely injured patients!
Overseer: All peasants and cheesemakers, please report to minecart stop 3...
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Random_Dragon

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Re: What's going on in your fort?
« Reply #55036 on: May 20, 2020, 07:37:08 pm »

Overseer: All peasants and cheesemakers, please report to minecart stop 3...

Am I the only one that instinctively views peasants as valuable because a decent chunk of them have military skills but no civilian ones, making them obvious choices for conscription?
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On DF Wiki On DFFD

"Hey idiots, someone hacked my account to call you all idiots! Wasn't me you idiots!" seems to stretch credulity a bit.

Ulfarr

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Re: What's going on in your fort?
« Reply #55037 on: May 20, 2020, 08:05:05 pm »

A local necromancer's host decided to pay me a visit,now being the briliant strategist that I am I promptly turtled my poor fools in. Fast forward some months and one of the experiments gives birth??? To triplets?



For some reason the unit screen lists the children as friendly.

anewaname

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Re: What's going on in your fort?
« Reply #55038 on: May 20, 2020, 08:12:43 pm »

Awww... You know babies; they are friendly to everyone. It is not like they can outrun that elf and tear out its tasty liver without your dwarfs to help them.
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How did I manage to successfully apply the lessons of The Screwtape Letters to my perceptions of big grocery stores?

Ulfarr

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Re: What's going on in your fort?
« Reply #55039 on: May 20, 2020, 08:48:43 pm »

Meet the babies!



One flamethrower please!

edit: The siege has been lift, yet the maggot "babies" have stayed behind.....and they had babies themsleves.
« Last Edit: May 20, 2020, 09:20:12 pm by Ulfarr »
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muldrake

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Re: What's going on in your fort?
« Reply #55040 on: May 20, 2020, 09:34:35 pm »

Overseer: All peasants and cheesemakers, please report to minecart stop 3...

Am I the only one that instinctively views peasants as valuable because a decent chunk of them have military skills but no civilian ones, making them obvious choices for conscription?

No.  Also they're available to turn into anything you want without removing another dorf from some other task.  I'll also usually make a peasant a strand extractor if I have none, since they're going to be doing that for the rest of their life.
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anewaname

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Re: What's going on in your fort?
« Reply #55041 on: May 20, 2020, 10:17:00 pm »

I like to make peasants into soldier/weaponsmiths. They receive access to the apprentice forges, which produce a few copper bolts each month, ensuring that they get a bit of crafting done each year. Sometimes one of them makes a fancy weapon before they become a legendary warrior. Much better than making a fancy crundle bone amulet.
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How did I manage to successfully apply the lessons of The Screwtape Letters to my perceptions of big grocery stores?

Pirate Santa

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Re: What's going on in your fort?
« Reply #55042 on: May 20, 2020, 11:28:36 pm »

In possibly the silliest mistake I've ever made I breached the side of a magma pool to get a quicker look at the extent of the magma sea, and that was fine. It started leaking magma into the 3rd cavern but I channeled some ditches and built walls on the far side to halt the flood, problem solved.

Fast forward a bit and I'm getting "No water source" cancellation spam. A quick check of the well reveals it's dry. That shouldn't be possible, it's fed by the small edge of map pond in the 3rd cavern that is the only source of water on the map. Said pond is currently covered in magma, because for some reason I don't think magma had pressure, and that it would stop if it encountered something it couldn't just flow down over the edge of.

Now I'm organising the controlled cave-in stone plugs I should've have made to begin with. I sure hope we can mine out our water source again...  :-[
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Welcome to Dwarf Fortress. Where peaceful death of old age is something nobody sees coming.
it turns out Dog Bone Doctors aren't very good at doctoring.

Kyubee

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Re: What's going on in your fort?
« Reply #55043 on: May 21, 2020, 02:38:36 am »

I'm watching a bunch of gobbos atop my frozen ocean, waiting for the thaw with unprecedented excitement. Also I have a happy-ish noble for once, because i decided the queen deserves chambers, and said chambers revealed plenty of platinum for furniture~

slight update: I've also been stealing livestock from the elves. Currently ive managed to get my hands on a breeding pair of black bears, raccoons, and from trading before I decided the elves were my enemy, kakapos.

Once I'm done stealing elven livestock, I'm gonna steal from one of the goblin civs that isnt targetting us. Beak Dogs are great pets.

I'm also working on attempting animal domestication, namely on a small gang of crundles and a pair of Kiwi birds i caught in my cage trap minefields
« Last Edit: May 21, 2020, 03:22:37 am by Kyubee »
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The litten is wandering around the dump now, occasionally exploding.

MCreeper

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Re: What's going on in your fort?
« Reply #55044 on: May 21, 2020, 03:01:30 am »

Meet the babies!

One flamethrower please!
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martinuzz

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Re: What's going on in your fort?
« Reply #55045 on: May 21, 2020, 03:28:50 am »

Even though it's quite a few years now since trees were turned from single tile to glorious 3d, I keep being surprised at just how many wood a single tree gives nowadays.
I just disabled wood hauling on all my dwarves to allow them some free time, because they have been hauling wood for well over a season, and that's just the dozen or so trees that I initially chopped at embark.
I still remember the days when I needed to import wood to keep my wood furnaces and asheries supplied because tree growth could not keep up with demand.
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Ulfarr

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Re: What's going on in your fort?
« Reply #55046 on: May 21, 2020, 04:17:39 am »

NordicNooob

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Re: What's going on in your fort?
« Reply #55047 on: May 21, 2020, 04:44:25 pm »

Fuck it, lemme just index the previous updates.
Update 1
Update 2
Update 3

Angelcrux is now pushing a close second to Anvillizard in terms of being my favorite fort. A lot has happened since the last update. Most notably, I made a huge mistake, in that I didn't realize necromancer experiments were building destroyers. The cavern heart of the fortress was overrun (along with the closest thing the fort has to a main staircase) because all that kept us from the outside was a simple hatch, but fortunately, the dwarves of Angelcrux were able to safely wall off and maintain control over most of the important sections of the fort thanks to excessive doors and quick thinking. Our only casualty was Zulgar Towerhame, a founder and weaponsmith. She will be missed, but she will also be avenged. The life in the fortress goes on, although a bit less efficiently because I was forced to route the main thoroughfare through a maintenance tunnel.

I've made a second blunder as well. In hoping to decrease the number of the fortress's foes, I unleashed the vault's angels upon the necromancer siege, which just ended in a bunch of zombie angels that won't leave, unlike the necromancers. I'm not quite sure what I was thinking there. This blunder did have one advantage, though. A singular angel soldier went partway down the passageway to the fortress. While it was not killed before its retreat, nor did it kill very many of the necromancer's army, it did lose an arm and a foot in combat. What's so notable about that, you ask? The soldier was, of course, wearing divine metal armor: its missing limbs have enough armor on them to make an ingot of divine metal. And from one ingot can flow many others, thanks to the lost smithing techniques* of the dwarves.

Next, several forgotten beasts in the caverns layer have rendered them lost to the undead. There exist three hulking zombie forgotten beasts and one of green glass, all of which are relatively uninjured. The caverns were successfully split in two several years back, but two zombie fbs now reside in the formerly safe section, meaning I'll have to coast on my fortunately large wood reserves for a long while. Your sacrifice during the wood gathering mission was not in vain, Rimtar Silveryweb.

In addition, a military has finally been founded. Four soldiers have been drafted, all garbed in full iron armor and wielding iron warhammers. They will take a while to train up to reasonable skill, but should be sufficient in fighting off any undead pets and also taking out those two crundles that I trapped (and had little reason to fight) a long while back. The first pet died of old age last spring, so their services will be important in the coming years, even if it means I'm down a few useful dwarves.

Since some important sections of the fort have been lost, I have dug a few new parts to somewhat replace the missing compartments. Most notably is the new barracks near the forges (which I ultimately intend to be the civilian barracks, but seeing as both of the others are lost to the undead, is currently being used by our new military. This barracks was dug off of a new connection near the carpenter's circle, which leads directly to the finished section of the forge district, which would otherwise have been lost to the zombies.

Spoiler: The new expansions (click to show/hide)

And, most recently, another disturbing development: the mountainhome has fallen. Angelcrux is now the last dwarven fortress in the world. Lolor Packedpainted, the fortress engraver, has claimed the title of queen of the dwarves. I can't say this pleases me: Lolor is a bit of a sadist, and also we don't have any rooms for nobility. That was the next thing on the to-do list before the whole necromancers destroying half of the fortress thing happened. She is an important mother for the fortress's next generation however (Angelcrux has three married couples), and is likely to be having the most children: both she and her husband (who is a mechanic) are jobs that have been receiving quite a bit of down time during the undead crisis, unlike the other two couples who both have a farmhand (misc grouping of all the unskilled farming labors I need) in the pair. There is significant extra food, so I've been giving downtime where possible, but food production is obviously something that can't just be ignored.

The fort stands at 23 population and growing.

Spoiler: Fort demographics (click to show/hide)



*Also known as the melt glitch.
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Pirate Santa

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Re: What's going on in your fort?
« Reply #55048 on: May 21, 2020, 07:06:31 pm »

A human lasher wants to take an artifact back home. Odd. ???


Odd because we made that artifact. It was our first one, a platinum scepter that quadrupled our fort's value.
Is this some really stupid villain's idea of a heist?
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Welcome to Dwarf Fortress. Where peaceful death of old age is something nobody sees coming.
it turns out Dog Bone Doctors aren't very good at doctoring.

xana55

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Re: What's going on in your fort?
« Reply #55049 on: May 21, 2020, 08:52:41 pm »

Having burned myself out on Dwarf Fortress for a few months and taken a break I forgot how strange this game can occasionally be.

After trying for days to figure out which type of workshop he needed I built a clothiers shop and it was immediately claimed by Zuglar the Mechanic. Apparently he had some skills in weaving because after a few hours he emerged finally satisfied holding a really really fancy sock. He claimed it as a family heirloom which means at least four generations of dwarves in his line will end up fighting over who owns this extremely fancy sock. I wonder what historians in several hundred years will end up thinking of the "Sock Wars" and if anyone will end up pointing out that Zuglar only actually made one sock not a matching set.
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Urist The Foolish: Beheaded by a swarm of cats 379 BC.
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