Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 3740 3741 [3742] 3743 3744 ... 3765

Author Topic: What's going on in your fort?  (Read 4546325 times)

Splint

  • Bay Watcher
  • War is a valid form of diplomacy.
    • View Profile
Re: What's going on in your fort?
« Reply #56115 on: July 16, 2021, 04:46:55 am »

Decided to fire up a fort using a cocktail of SVE, What Lurks Below, Lands of Duality, and Primal.

I don't know what happened, I went in blind, but there's no dwarves, only subjugated/dispossessed humans from a nation known as The Embraced Kingdom. And no matter where they go, they have few friends. The settlers have chosen The Mire of Attack for thier home, mainly because it's centrally located and put them in range of at least four trade partners: Kestrel, Blue Shark, and Lizard Men as well as the Elves. Signs point to there hopefully being a chance for Lion Men to also be nearby that might come to the place as mercenaries, but they're a hair too far out for trade.

The place shall be known as Crownfates, founded by The Coalition of Crowns. They (just like most others, even with my tweaks,) have a fair stock of dinosaurs to draw on, and wherever they're from was near mountains and savage deserts as they have a number of creatures from SVE only found in the mountains and caverns and plants only found in the aforementioned savage deserts. They also aren't exactly winners when it comes to thier cultural values. It's like RNG set these people up for failure as a culture.

Also found a typo to fix for SVE, so that's great.  ::)

Still, while I lack access to steel and primordium directly, things should go well if the mineral resources aren't junk. Maybe. Hopefully.

EDIT: Excellent mineral weath so far, with ample magnetite and hematite readily available along with bog iron and native copper.

SpaceKitty

  • Escaped Lunatic
    • View Profile
Re: What's going on in your fort?
« Reply #56116 on: July 16, 2021, 10:14:36 am »

Reaching now the point where the absolute majority of the fort masters necromancy and... never again.
 
Had to take care of a couple ogres, nothing to sweat about, and it turned again into a gesture party.
A little squad vs 4 invaders, a fight that should have been just a mere skirmish, brought the game to its knees, and incidentally killed the whole fort.

Not sure exactly what happened, but looks like the moment there's something resurrectable and a dwarf gets spooked, it gestures. The resurrected unit is supposed to be friendly but there's combat log between them and other dwarves around. There's also a significant loyalty spam: "this is my fight, I have a part in this etc...". This leads to more body parts, more gestures etc.. and it never ends.

Necromancy is broken, and ending the fort this way is frustrating.
Logged

Salmeuk

  • Bay Watcher
  • The Happy Hermit
    • View Profile
Re: What's going on in your fort?
« Reply #56117 on: July 16, 2021, 02:03:05 pm »

I dunno spacekitty, a few years ago your perspective might have been different. The fact we could successfully retrieve the secrets of life and death and then convert out entire fortress into evil necromancers was pretty dang cool in the first place. I would also argue that no necromancer worth their salt would want to share a fortress with 90 other necromancers. So the whole, you know, "I raised an undead troll that is now killing the rest of the fortress" is an apt ending to anyone insane enough to try the above, and arguably not 'broken'.

Though, there is perhaps a point to be made regarding newly raised undead truly adopting the alignment of their necromancer, but even then I feel as though Dwarven opposition to death-made-into-life would still result in the above cascades.
Logged

DwarfStar

  • Bay Watcher
    • View Profile
Re: What's going on in your fort?
« Reply #56118 on: July 16, 2021, 04:48:23 pm »

I agree..perhaps necromancy is intentionally broken, and accidentally getting a necromancer via copied book is supposed to be a Fun-inducing event similar to a werebeast infection. The whole “opposed to life” thing seems incompatible with…life.

If you want to play with learning secrets without having undead everywhere, I recommend trying one of the mods that implement magic that way like Aeramore (just beware, in that mod, water mages are necros which I found out the hard way).
« Last Edit: July 17, 2021, 10:58:28 pm by DwarfStar »
Logged

A_Curious_Cat

  • Bay Watcher
    • View Profile
Re: What's going on in your fort?
« Reply #56119 on: July 16, 2021, 07:27:34 pm »

The last three necromancers I got came in migration waves.
Logged
"I'm glad you exist Speaker, but I also regret not letting you plummet to your death off the Toad's balcony."
Join the A-Team!

SpaceKitty

  • Escaped Lunatic
    • View Profile
Re: What's going on in your fort?
« Reply #56120 on: July 17, 2021, 03:25:18 am »

I dunno spacekitty, a few years ago your perspective might have been different. The fact we could successfully retrieve the secrets of life and death and then convert out entire fortress into evil necromancers was pretty dang cool in the first place.

Yeah maybe but that was hardly an achievement in this one.

It's a thousand years old world, and necromancy is everywhere. It just came into the fortress by itself, and just building the library enabled fast replication to the whole population without having to do anything. The challenge would have been to keep it out of the stronghold in the first place.

My beef is more of a technical nature, when the tiniest fight cascades into an endless loop of resurrection of meaningless body parts, driving performance to a halt and slaughtering innocent bystanders. It's not like there was any drama brewing in the population, as happiness in general was kept high, and not in a single tantrum so far as everyone's needs was being addressed.

I'd love to figure out what went wrong, but it seems more like a game mechanic tweak problem, something unfinished. 

Logged

Mobbstar

  • Bay Watcher
  • aka Mossbird
    • View Profile
    • my Invisible, Inc. mods
Re: What's going on in your fort?
« Reply #56121 on: July 17, 2021, 06:14:08 am »

My beef is more of a technical nature, when the tiniest fight cascades into an endless loop of resurrection of meaningless body parts, driving performance to a halt and slaughtering innocent bystanders. It's not like there was any drama brewing in the population, as happiness in general was kept high, and not in a single tantrum so far as everyone's needs was being addressed.

I'd love to figure out what went wrong, but it seems more like a game mechanic tweak problem, something unfinished.

A possible ducttape fix to the FPS problem could be to simply elongate the cooldown of the necromancy ability. (That's possible in uncompressed saves, right?)

Perhaps a more sophisticated solution would be a condition akin to a reverse martial trance, where the necromancers only use their abilities if they have no living allies nearby (and conversely not too many nonliving allies or neutral unliving helpers). This could also result in new fun quirks, like a necromancer resurrecting the entire morgue when stubbing their toe.
Logged

A_Curious_Cat

  • Bay Watcher
    • View Profile
Re: What's going on in your fort?
« Reply #56122 on: July 17, 2021, 10:35:51 pm »

Ok...

Hopefully things will go better this time.




The dwarves of The Walls of Roughness, hailing from The Confining Canyon,  have come to ac spot in The Mortal Jungle of The Continents of Will.

Here they have decided to found a fortress which they have decided to call "Swamppaged".











Strike The Earth!




Edit:

Dwarves cancel Make Fortress:  not enough stone layers between surface and first cavern.




Welp!  Time to try again!
« Last Edit: July 17, 2021, 11:57:23 pm by A_Curious_Cat »
Logged
"I'm glad you exist Speaker, but I also regret not letting you plummet to your death off the Toad's balcony."
Join the A-Team!

Kat

  • Bay Watcher
    • View Profile
Re: What's going on in your fort?
« Reply #56123 on: July 18, 2021, 03:50:06 am »

Found a cavern in my own fortress... unit list shows some odd things... a lot of dead troglodyte babies. Ten skeletons and corpses, and a few adult skeletons. So I go looking...

There's a group of troglodytes stuck up a fungiwood tree, which is surrounded by water... is there an aquifer that has been leaking into the cavern ?

Seems like the female troglodytes had been giving birth while stuck up this tree, and most of the babies had fallen into the water and drowned...

Well, that's depressing.  :-\
Logged

Mobbstar

  • Bay Watcher
  • aka Mossbird
    • View Profile
    • my Invisible, Inc. mods
Re: What's going on in your fort?
« Reply #56124 on: July 18, 2021, 08:31:36 am »

Found a cavern in my own fortress... unit list shows some odd things... a lot of dead troglodyte babies. Ten skeletons and corpses, and a few adult skeletons. So I go looking...

There's a group of troglodytes stuck up a fungiwood tree, which is surrounded by water... is there an aquifer that has been leaking into the cavern ?

Seems like the female troglodytes had been giving birth while stuck up this tree, and most of the babies had fallen into the water and drowned...

Well, that's depressing.  :-\

That's incredibly macabre.

To my knowledge, aquifers that are naturally exposed to caverns don't actually produce water until the adjacent terrain changes.

Trogoldykes can and will climb across rock walls to get across lakes, but I have no idea why they stay on the tree (or, if there is no rock wall to get out, how they got there in the first place) and why the babies tumble off.
Logged

Uthimienure

  • Bay Watcher
  • O frabjous day!!
    • View Profile
Re: What's going on in your fort?
« Reply #56125 on: July 18, 2021, 12:52:08 pm »

5x5 embark "GraveArmor" is in it's 9th year (year 14), and one of the three forgotten beast sheep (now with its trunk broken) is still hanging around after several years, maintaining the region's theme and killing scores of beasts & reanimated dead.

The dorfs finished a large project (60 x 110 x 10-high) cavern area channeled 10 levels down, leaving the natural pillars. It has grand, porcelain-statued balconies at 4 cave entrances with doors. Approximately 30 miners lost their lives in accidents during this endeavor. Starting to dismantle some of the 16 masons shops that made ~10,000 granite & quartzite blocks from the project. Granite being used for the aboveground construction.



We continue to refuse dozens of guild petitions, and we've only had one dorf go insane so far. We're sticking with "no bridges" for more !!FUN!!

Currently we have 229 citizens, including 10 humans:
 44 miners (living)
  6 woodcutters
 39 masons
  2 hunters
  4 fishers
 40 warriors
 10 x-bow dorfs
100 armed civilians
 - - - - -
 68 dead, including the 30 miners

The dead still rise in the south and east biomes, and goblins have sent 3 smallish sieges.

797 enemy dead so far

Here's the 3 storey walled castle and partial trap ring:



(edit: the embark is 5x5, not 7x7)
« Last Edit: July 27, 2021, 09:16:53 am by Uthimienure »
Logged
The monster on the bed that you're hiding under

Kat

  • Bay Watcher
    • View Profile
Re: What's going on in your fort?
« Reply #56126 on: July 18, 2021, 04:42:31 pm »

There's a group of troglodytes stuck up a fungiwood tree, which is surrounded by water...

That's incredibly macabre.

To my knowledge, aquifers that are naturally exposed to caverns don't actually produce water until the adjacent terrain changes.

Trogoldykes can and will climb across rock walls to get across lakes, but I have no idea why they stay on the tree (or, if there is no rock wall to get out, how they got there in the first place) and why the babies tumble off.

There are also giant cave spiders, there are webs here and there. Maybe they fled onto the tree while in combat, and are now stuck. Weird and yes, macabre.

The tree is also close to the edge of the map, if that would make a difference.
Logged

Laterigrade

  • Bay Watcher
  • Is that a crab with
    • View Profile
Re: What's going on in your fort?
« Reply #56127 on: July 18, 2021, 05:48:05 pm »

I dunno spacekitty, a few years ago your perspective might have been different. The fact we could successfully retrieve the secrets of life and death and then convert out entire fortress into evil necromancers was pretty dang cool in the first place.

Yeah maybe but that was hardly an achievement in this one.

It's a thousand years old world, and necromancy is everywhere. It just came into the fortress by itself, and just building the library enabled fast replication to the whole population without having to do anything. The challenge would have been to keep it out of the stronghold in the first place.

My beef is more of a technical nature, when the tiniest fight cascades into an endless loop of resurrection of meaningless body parts, driving performance to a halt and slaughtering innocent bystanders. It's not like there was any drama brewing in the population, as happiness in general was kept high, and not in a single tantrum so far as everyone's needs was being addressed.

I'd love to figure out what went wrong, but it seems more like a game mechanic tweak problem, something unfinished.
This latest update, with its tweaks to happiness, is possibly the least everyone-slaughters-everyone-else so far. The whole stopping-performance thing does suck, but the bystander-slaughtering is more feature than bug, I’d say.
Logged
and the quadriplegic toothless vampire killed me effortlessly after that
bool IsARealBoy = false
dropping clothes to pick up armor and then dropping armor to pick up clothes like some sort of cyclical forever-striptease
if a year passes, add one to age; social experiment

Maloy

  • Bay Watcher
    • View Profile
Re: What's going on in your fort?
« Reply #56128 on: July 20, 2021, 07:10:42 am »

"So why were you imprisoned by your own people"
One militia dwarf asked the she-dwarf they had freed

"Oh well you s-"
Transforms into were-lizard and proceeds to murder people
Logged

trickerer

  • Escaped Lunatic
    • View Profile
Re: What's going on in your fort?
« Reply #56129 on: July 20, 2021, 07:52:29 am »

A new fortress. The very first mood in the fort strikes a weaponsmith and he makes this thing.



Trying to be funny or something? Oh wait, he is on friendly terms with some recent migrant who is a novice surgeon...

Well, we'll see how many notable heals it gets
Logged
Pages: 1 ... 3740 3741 [3742] 3743 3744 ... 3765