Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 3852 3853 [3854] 3855 3856

Author Topic: What's going on in your fort?  (Read 6908481 times)

diogo_alt_tab

  • Bay Watcher
    • View Profile
    • Check out my music!
Re: What's going on in your fort?
« Reply #57795 on: October 31, 2025, 07:45:22 pm »

Momuzizeg finally met her match... The fight was long and very close up until the end, when the FB managed to chew her head off. Cryptapes' power remained until after her death, though, for the monster managed naught but a couple of steps before the cave swallow woman's iron spear, still stuck in its abdomen, did it in. Reminds me of those dinosaur fossils that were found tangled together because they both mortally wounded each other, or something like that. An extravagant mausoleum was built for her remains.

Spoiler (click to show/hide)

I've grown kind of bored with this fortress since she died. Might commit suicide via HFS or something.
« Last Edit: October 31, 2025, 07:54:18 pm by diogo_alt_tab »
Logged

TheFlame52

  • Bay Watcher
  • Certified geezer & only man to win 0.40.24
    • View Profile
Re: What's going on in your fort?
« Reply #57796 on: November 01, 2025, 01:39:52 pm »

I need to capture some of those tortoises for guard duty.
If your dwarves aren't bothered by the tortoises, you can literally build cage traps right under them.

Akura

  • Bay Watcher
    • View Profile
Re: What's going on in your fort?
« Reply #57797 on: November 04, 2025, 01:18:43 am »

A tree exploded, killing the woodcutter. The first caravan happened to be walking by, and while none of them were hurt, it seems to have bugged them out pretty bad. They're just ambling about very slowly, if at all, and I can't deconstruct the depot.


A child got into a fight with a coyote, punched its foot into paste, followed up by punching both lungs out.
Logged
Quote
They asked me how well I understood theoretical physics. I told them I had a theoretical degree in physics. They said welcome aboard.
... Yes, the hugs are for everyone.  No stabbing, though.  Just hugs.

Eric Blank

  • Bay Watcher
  • *Remain calm*
    • View Profile
Re: What's going on in your fort?
« Reply #57798 on: November 04, 2025, 03:44:52 am »

That kid was well raised.


I think caravan animals and merchants will often get emotionally overwhelmed by The Atrocities. You can try using dfhack elevate-mental and see if that gets them to snap out of it. Also works in adventure mode on pets that freeze up. My war grizzly went permanently catatonic after witnessing one death.
Logged
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.

Akura

  • Bay Watcher
    • View Profile
Re: What's going on in your fort?
« Reply #57799 on: November 04, 2025, 01:36:50 pm »

It took me most of a year ingame, but I was eventually able to expel the merchants by forbidding one of the building materials for the depot. Nobody would deconstruct it or build a second one. I also haven't gotten any migrants during the crisis, and the first two had arrived beforehand. I also never received caravans from the elves or humans since the depot was still occupied by the dwarven caravan.

I am also noticing that in fruit gathering zones, dwarves will be dead set on pruning the leaves of trees - they "gather fruit" even though the trees have none, instead littering the ground with leaves. I'm not sure if that's intended or not.
Logged
Quote
They asked me how well I understood theoretical physics. I told them I had a theoretical degree in physics. They said welcome aboard.
... Yes, the hugs are for everyone.  No stabbing, though.  Just hugs.

Eric Blank

  • Bay Watcher
  • *Remain calm*
    • View Profile
Re: What's going on in your fort?
« Reply #57800 on: November 05, 2025, 05:05:41 am »

Maybe theyre gathering any growth items, or those leaves have a new cloth dye associated with them so they think theyre being productive.
Logged
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.

Splint

  • Bay Watcher
  • War is a valid form of diplomacy.
    • View Profile
Re: What's going on in your fort?
« Reply #57801 on: November 05, 2025, 05:57:28 am »

I also never received caravans from the elves or humans since the depot was still occupied by the dwarven caravan.

Other merchants occupying the depot won't have any effect on if another civ's caravan visits. So there was probably something else at play.

Ametsala

  • Bay Watcher
  • "needs chocolate to get through the working day"
    • View Profile
Re: What's going on in your fort?
« Reply #57802 on: November 06, 2025, 04:30:15 pm »

I need to capture some of those tortoises for guard duty.
If your dwarves aren't bothered by the tortoises, you can literally build cage traps right under them.

Yup, the traps trigger as soon as the cage is installed.

Some snatchers stopped by, but rather than legging it to the map edge after being discovered, they still tried to make it into the fort. Maybe they just love doggies and didn't realize that the doggies at the door don't like being petted.
The dwarves are now getting used to seeing dead bodies, and some aren't even bothered by the recurring nightmares of dead goblins anymore.

There was also a hippie saying not to cut trees anymore. His friends were nice, though, and brought a grizzly bear so that I now have a breeding pair. Although it seems that the teddies will rather run away and hide from the goblins, than eat them  ::)

I am also noticing that in fruit gathering zones, dwarves will be dead set on pruning the leaves of trees - they "gather fruit" even though the trees have none, instead littering the ground with leaves. I'm not sure if that's intended or not.

I've also noticed this. I guess I can't do anything with the leaves, because the world was generated before the update that introduced the leaf dyes.
Logged

da_nang

  • Bay Watcher
  • Argonian Overlord
    • View Profile
Re: What's going on in your fort?
« Reply #57803 on: November 06, 2025, 09:30:52 pm »

New update, new fort.

First siege came with a battering ram before my defenses were fully up. Fortunately, the gobbos wanted to parley. I scrambled additional half-armed melee dwarfs and cut off sightlines within the bailey.

The dorfs fended off the siege with merely a few dead recruits, two to drowning in the nearby pond. Oh well, I was planning to build a pump station anyways...
Logged
"Deliver yesterday, code today, think tomorrow."
Ceterum censeo Unionem Europaeam esse delendam.
Future supplanter of humanity.

BodyGripper

  • Bay Watcher
  • The dog is screaming.
    • View Profile
Re: What's going on in your fort?
« Reply #57804 on: November 12, 2025, 07:03:28 am »

I'm currently at war with the other dwarf civilization (The Reclusive Lashes)...

I'm still playing in this world, but I've played a fortress or two since then.  I'm currently playing as the Reclusive Lashes, who are still at war with the other dwarven civilization (the Crystal of Barricades).

Our king just arrived with his full entourage!  But oddly, he has the job title "Prisoner".  A look at Legends Viewer reveals that he was imprisoned 60 years ago as an invader against one of my previous Forts, Tinspun (enemy to my current civ).  That fortress was abandoned 30 years later, so I'm not sure where he's been since then. 10 years after that (so about 20 years ago) he became King.  His bio still lists him as a prisoner of Tinspun's government, the Squashed Torch.
Logged
"I'm sorry. I'm so sorry... It's okay to sell quivers..."
I just ripped open a lions throat by biting it. Who's the lion now, bitch!

Ametsala

  • Bay Watcher
  • "needs chocolate to get through the working day"
    • View Profile
Re: What's going on in your fort?
« Reply #57805 on: November 14, 2025, 11:09:11 pm »

The arrival of winter was heralded by a kobold trio. Lucky for them, they were spotted early and didn't have too far to run for the border. Lucky for the fort, they ran straight into a sneaking troupe of goblin stringed instrumentalists who were accompanied by a snatcher duo.

While the entertainers were making a medley, I had time to convince Urist that, although it was a delightful sight, it would really be better to run back inside and haul that mongoose cage later.

Once the goblins had driven away the competition, they were greeted by sworddwarves at a side entrance. The dwarves had finally learned how to use their swords and created some extra hauling jobs. They still need to learn to use their high boots though, as the only injury was an arrow to the knee.


Our king just arrived with his full entourage!  But oddly, he has the job title "Prisoner".  A look at Legends Viewer reveals that he was imprisoned 60 years ago as an invader against one of my previous Forts, Tinspun (enemy to my current civ).  That fortress was abandoned 30 years later, so I'm not sure where he's been since then. 10 years after that (so about 20 years ago) he became King.  His bio still lists him as a prisoner of Tinspun's government, the Squashed Torch.

So, when dwarves get to choose a new king, they prefer someone who is imprisoned far away in an abandoned fort  ??? :D
Logged

Akura

  • Bay Watcher
    • View Profile
Re: What's going on in your fort?
« Reply #57806 on: November 17, 2025, 03:23:16 pm »

Started a new fort, the last one wasn't giving me any migrants and I needed the labor. Unfortunately, this one might also be doing that.


Discovered that babies can be born cave adapted. When one of the miners brought her newborn onto the surface to dig into the side of a mountain, the baby went off like a cartoon fire hose. According to the wiki, it's possibly a bug that's been around for about 11 years.
Logged
Quote
They asked me how well I understood theoretical physics. I told them I had a theoretical degree in physics. They said welcome aboard.
... Yes, the hugs are for everyone.  No stabbing, though.  Just hugs.
Re: What's going on in your fort?
« Reply #57807 on: November 17, 2025, 08:40:21 pm »

Started a new fort, the last one wasn't giving me any migrants and I needed the labor. Unfortunately, this one might also be doing that.


Discovered that babies can be born cave adapted. When one of the miners brought her newborn onto the surface to dig into the side of a mountain, the baby went off like a cartoon fire hose. According to the wiki, it's possibly a bug that's been around for about 11 years.

Hey, had the same problem getting no migrants. Researched a little, turns out it has to do with wealth production. So make sure you have stuff to trade and trade well to make the traders happy. If you don't make enough wealth in your fortress that can basically stop migrant waves it seems in the current version of the game. Fun bonus though, it appears the island restriction has been removed. Or maybe it was close enough for them to walk across the frozen water...
Logged

da_nang

  • Bay Watcher
  • Argonian Overlord
    • View Profile
Re: What's going on in your fort?
« Reply #57808 on: November 17, 2025, 09:48:40 pm »

I got a much bigger siege: 140+, gobbos with giant bats and rutherers, trolls, ogres, maneras and blizzard men. They keep trying to build a staircase to nowhere in the southeast corner of the map.

My crossbow militia got shredded by elite bowmen; I lost half a squad. I guess it's finally time to give them some armor.

My bolt throwers did well, though I'm concerned about the angles. I tried to get the ballista to fire, but I think the trees obscured the view. It looks like we've got a new clearcut zone.

I also don't know what to do with the dropped great picks. They have no graphics, and they don't show up in the stocks, but they're on the map. I can't even get DFHack to autodump them. It's really making it difficult to build my pitchblende road.

I've redesigned the grazer pen. It's now part of the motte, and surrounded with reinforced wall. Turns out gobbos will bash down a forbidden door even when dwarves can be reached.

The bailey barracks are finally constructed. This fort now supports up to six squads, and the City Watch and the cavern squad will make that eight. A militarization of 40% seems reasonable.

I'm finally putting in place the proper temple grounds. It's a shame I have to rebuild a bunch of walls, but rapid expansion demanded temporary solutions to keep the mood high.
Logged
"Deliver yesterday, code today, think tomorrow."
Ceterum censeo Unionem Europaeam esse delendam.
Future supplanter of humanity.

amade

  • Bay Watcher
    • View Profile
    • amade's illustrations
Re: What's going on in your fort?
« Reply #57809 on: November 17, 2025, 10:03:27 pm »

I also don't know what to do with the dropped great picks. They have no graphics, and they don't show up in the stocks, but they're on the map. I can't even get DFHack to autodump them. It's really making it difficult to build my pitchblende road.

Was this a new world or a pre-siege update world?
Logged
┬─┬ ︵ /(.□. \)
Pages: 1 ... 3852 3853 [3854] 3855 3856