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Author Topic: What's going on in your fort?  (Read 5787132 times)

martinuzz

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Re: What's going on in your fort?
« Reply #55065 on: May 23, 2020, 06:20:34 pm »

Since I haven't played for such a long time, this whole personality change thing is new to me.

My sherrif just freaked out and cancelled her mining job: horrified, after seeing the corpse of the goblin snatcher that was killed 2 years ago.

Because of it, she now 'greatly respects individuals that persevere through their trials and labours', 'values tranquility and a peaceful day', and 'she does everything in her power to avoid excitement and stress'.

This dwarf now really loves peace, because getting into a romance already gave her 'she personally believes the idea of war is utterly repellent and would have peace at all costs'.   I think she might just hug future criminals instead of giving them a beating.


I wonder if I should atomsmash my corpses to avoid triggering personality changes years after the actual battle.
Then again, when my dwarves killed the goblin a few years ago, the majority of their personality changes weren't bad.

EDIT:  brainstorming on it.. I guess it could work to assign corpse hauling only to hardened dwarves / dwarves with some levels in discipline. 

What is used for hauling enemy corpses?  Burial or refuse hauling?
I wonder if goblin permanent residents would make good corpse haulers.  I would assume they might have less problems with corpses, being evil and all that.
« Last Edit: May 23, 2020, 06:32:49 pm by martinuzz »
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martinuzz

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Re: What's going on in your fort?
« Reply #55066 on: May 23, 2020, 08:36:30 pm »

ARGH!  A vile force of darkness has arrived!
I thought those wouldn't come until after 20 population.
It's only 12 goblin bowmen. But my 10 dwarves are unarmed and unarmored (okay, and 10 war dogs and a war elephant).
Let's hope the Human Hammerer diplomat escort can soak up their arrows and deal some damage before I send them out.
And hope they don't kill the dwarven diplomat, because I don't know if it will break my new barony status if he doesn't make it home to tell the mountainhomes about it.
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Friendly and polite reminder for optimists: Hope is a finite resource

We can ­disagree and still love each other, ­unless your disagreement is rooted in my oppression and denial of my humanity and right to exist - James Baldwin

http://www.bay12forums.com/smf/index.php?topic=73719.msg1830479#msg1830479

Eschar

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Re: What's going on in your fort?
« Reply #55067 on: May 23, 2020, 09:36:34 pm »

The whole military is dead. All two of them. Sent them out to kill a goblin siege. They did impressively well, right up until the first one collapsed from exhaustion and got struck down and the second collapsed from exhaustion, was paralyzed by an unlucky shake of the neck, and was them strangled by a gobbo.


I could have just waited them out.


In more amusing news, a kea I caught is "wallowing in misery." Serves 'em right.
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martinuzz

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Re: What's going on in your fort?
« Reply #55068 on: May 23, 2020, 09:56:58 pm »

Two legs cut open, one fractured leg, one lower and one upper body cut open and a fractured kidney (whatever that may look like), this could have gone much worse. The Human hammerman had a maceman colleague, they helped a ton, but the maceman died.
They are not bleeding. The hospital has soap. They should be fine.

Crutch walking training program initiated.
One dwarf in plaster cast still resting the other 3 are up and about already.
« Last Edit: May 23, 2020, 10:06:53 pm by martinuzz »
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Friendly and polite reminder for optimists: Hope is a finite resource

We can ­disagree and still love each other, ­unless your disagreement is rooted in my oppression and denial of my humanity and right to exist - James Baldwin

http://www.bay12forums.com/smf/index.php?topic=73719.msg1830479#msg1830479

thegoatgod_pan

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Re: What's going on in your fort?
« Reply #55069 on: May 23, 2020, 10:55:25 pm »

About to quit playing for a while because Necromancy. Everything that happens leads to my fort collapsing. If anything dies, the dwarves raise it as an intelligent undead. But half the time it is hostile and attacks and they kill it and raise it as intelligent undead, which is hostile, so they kill it and raise it as an intelligent undead, which is hostile etc.

Since everyone is a necromancer this never stops. Eventually another person dies and the problem escalates until everyone is dead, an intelligent undead, a necromancer and all the systems are colliding.

Necromancy.  Not even once.
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Kyubee

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Re: What's going on in your fort?
« Reply #55070 on: May 23, 2020, 10:57:54 pm »

I've redone the fort from my last save. The one that got overrun by elves. Elves hate me now, and i've sealed myself in the fort to raise an army
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Urist9876

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Re: What's going on in your fort?
« Reply #55071 on: May 24, 2020, 01:16:05 am »

A favored method for corpse disposal is a raised bridge that makes them disappear when lowered onto them: the atom smasher.

I recently messed up and dumped all corpses onto the lowered bridge.

I made up for the mistake by pulling the lever during a siege.

The raising bridge catapulted body parts all over the advancing enemy. The damage was mostly to morale as it did little damage. You'll need a lot of elf poets to clean the mess up after though.
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KevinM

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Re: What's going on in your fort?
« Reply #55072 on: May 24, 2020, 01:51:34 am »

It looks like the humans replaced their necromancer head treasurer, I got a breathing human diplomat this year.

EDIT: I am this a point.  I bought pepper seeds from the humans, set up pepper plant and pepper fruit stockpiles thinking you could process pepper plants to bag to get the fruits....
Pepper seeds aren't plantable, they don't show up in the farm plot seed selection.

According to the wiki they should be plantable, no idea why they don't show in the list. I can plant the hemp just fine.

It's the biome.   One of the changes at some point in time was that the plants are biome specific so hopefully you have a tropical biome in one of your sections (I never note down which biomes I have so I get caught by this a lot.)  Also, unless you're using a mod, plants (other than quarry bushes) aren't able to be processed to seed.  It'll be better off letting dwarves eat them raw and micromanage one or two pepper fruits into cooked meals so that dwarves who like eating peppers can get a higher thought boost.  (I'm currently looking for a mod that has the vanilla plants but able to process them to seed but I haven't found what I'm looking for.)

Since I'm using dwarf therapist this time around, I've been limiting my crops to what my dwarves favorite foods are so they'll eat them.  In one or two annoying cases I've had to modify my plant files so they'd grow in my fort if it's something I can't get from the merchants.


Also state of my fort:
8 dwarf years in after playing occasionally since March, and only just digging into the first layer now.  I've only been digging sideways into the hills and a single room upwards for storage until now, but I'm going to build a series of stills each with their own plant. 
My Necromancer (at 40k stress) and vampire (at -50 stress) are boxed away and have expanded their prison to include a woodcraft station.
For some reason my elves are not bringing many exotic animals, but the humans are. 

I've starting making my training dwarves only wear armor on their active schedule, we'll see how well that works out.

And I'm finally building some better defenses in the way of an elevated S path with ballisatas and archers so I can do some active fighting against the goblin seiges, especially since the last seige in the 7th year blocked the dwarf merchants and I needed leather for quivers for my trainee dwarves.
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knutor

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Re: What's going on in your fort?
« Reply #55073 on: May 25, 2020, 06:57:31 am »

In my knew Joyous antistress embark, the Capt of Grd squad just formed. Yeah, I cheated. At a close tile, topside, inside the perimeter, near drawbridge, I planted a 1000 yr old cherry tree. No roof on walls yet. Then I put the Capt of Grd's squad's rmor training armor rack, next to its trunk. Planning on scheduling 5 soldiers to train, ea month. Seasons with falling tree debris, leaves and fruit, should improve the squads Armor and overall combat attributes, as a result, from the dorfs getting hit by falling tree debris. I cannot decide if I picked the right tree, with dfHack, gui/create-tree, what do you think? Cherry, okay? I like the red. But a pine with shedding needles may drop more debris. Hmmpf. No dawn redwood in list, bummer.
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martinuzz

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Re: What's going on in your fort?
« Reply #55074 on: May 25, 2020, 02:15:40 pm »

Do human caravan / diplomat guards not need coffins or slabs? Their name does not appear in the engrave list for slabs.

EDIT: that siege did get me one of the most valuable rescources in DF.... A dwarf with ' does not care about anything anymore'!!
Guess who's my new corpse stockpile scrubber.

EDIT2: Heh.. That site I mentioned earlier, that was captured from the humans by the goblins and I got a message saying it is now economically linked to me. When I last looked, it was also at peace.  Which was odd, because the goblin civilization it falls under exports and offers terror and vengeance to me.
I just got promoted to barony and looked at the world map again. The hamlet is still economically linked to me, but also at war.

Someone mentioned that you can request immigrants from sites that are economically linked. How does that work, I see no option for that anywhere in the c screens?
« Last Edit: May 25, 2020, 02:58:34 pm by martinuzz »
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Friendly and polite reminder for optimists: Hope is a finite resource

We can ­disagree and still love each other, ­unless your disagreement is rooted in my oppression and denial of my humanity and right to exist - James Baldwin

http://www.bay12forums.com/smf/index.php?topic=73719.msg1830479#msg1830479

Eric Blank

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Re: What's going on in your fort?
« Reply #55075 on: May 25, 2020, 04:59:26 pm »

I think it's in the list of options next to/where raiding the site should be, you'll need a messenger to assign to the task of bringing them back, but if they're at war with you the probable end result is they will immediately start fights because of their differing civ-level loyalties and lead to a loyalty cascade.
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I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

Eschar

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Re: What's going on in your fort?
« Reply #55076 on: May 25, 2020, 05:05:30 pm »

So how does a civ/site-level loyalty cascade work?
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Eric Blank

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Re: What's going on in your fort?
« Reply #55077 on: May 25, 2020, 05:11:49 pm »

Everybody that ends up involved in a fight either becomes an enemy of their civ, or their site, or both, or very rarely neither, if they never encounter someone who is an enemy of only one or the other. Then they all kill each other until only one faction is left.
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I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

Stench Guzman

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Re: What's going on in your fort?
« Reply #55078 on: May 26, 2020, 12:14:22 pm »

Six different dwarven civilizations sent caravans in the fall.  Their wagons got into a major traffic jam right by the depot and they all fell apart.
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Kyubee

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Re: What's going on in your fort?
« Reply #55079 on: May 26, 2020, 06:32:21 pm »

Six different dwarven civilizations sent caravans in the fall.  Their wagons got into a major traffic jam right by the depot and they all fell apart.

Free loot!
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