Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 3846 3847 [3848] 3849

Author Topic: What's going on in your fort?  (Read 6732552 times)

amade

  • Bay Watcher
    • View Profile
    • amade's illustrations
Re: What's going on in your fort?
« Reply #57705 on: March 26, 2025, 09:02:06 pm »

Was there any "interaction" (a conflict, or even just seeing each other) between members of the wildlife group, and the unit they were set to follow? Because, maybe the conflict code has a end-branch where the conflict ends but the the target is not "unfollowed".

Don't think so, because in my current fortress the followed unit is frequently the "newest" creature, e.g a hatchling or a newborn livestock which are kept where no wildlife encounter would be possible. I think in the case above, the dismal ghoul is the newest because it just recently arrived and was already in my tavern before the herd showed up.
Logged
┬─┬ ︵ /(.□. \)

PlumpHelmetMan

  • Bay Watcher
  • Try me with sauce...
    • View Profile
Re: What's going on in your fort?
« Reply #57706 on: March 27, 2025, 10:25:31 pm »

The commemorative statue I had made of my new mayor shows him surrounded by snails and terrified. Guess this is how the future generations of my fort will remember him.
Logged
It's actually pretty terrifying to think about having all of your fat melt off into grease because you started sweating too much.

UristMcWanderer

  • Bay Watcher
  • *strangle gargle choke*
    • View Profile
Re: What's going on in your fort?
« Reply #57707 on: March 28, 2025, 02:21:11 am »

Welp, I decided to come back and check out DF for the first time in... almost 3 years? And v51.08 is probably the most drastic change I've seen for this game in the time I've been following it. The biggest change for me is HOLY SHIT I CAN USE MY MOUSE TO CLICK ON STUFF!!!!! THIS IS ALREADY MAKING THINGS SO MUCH NICER THAN I REMEMBER IT BEING.

Anyways, I downloaded the latest version and immediately hit up the wiki for guides and tutorials (yes, I know v51 gives me one, but I'm a stubborn dingus and like flagellating myself, apparently) to get my first fortress in a long time off the ground. Immediately, I ran into a major personal pitfall of mine whenever I play a base-building game, namely the condition of "I spend way more time planning out how to build my base than I do actually building the base itself". I've spent 2 nights finding a site and preparing for the embark, am on my 4th night of actually playing the game, and so far have only managed to dig out an entry hall, general-purpose stockpile, basic staircase, combination dorm/dining room in the hall before the stairs, and only built the trading post, a small farm plot, and a few temporary outside workshops. Basically, 15 hours of total play time, of which maybe 20 minutes have been actually playing.

The rest of that time was spent poring over workshop and bedroom designs on the wiki, attempting to figure out in extreme detail how to best lay out everything to keep my future industries mostly centralized, how to keep my dwarves efficient in their tasks, and how to develop essentially a killbox outside to keep my squishy citizens safe inside. Everything up to this point has been me making rough drafts of how to dig out my fort, which is probably fitting, given that the random generator gave this fort the name of Roughimages.
Logged

amade

  • Bay Watcher
    • View Profile
    • amade's illustrations
Re: What's going on in your fort?
« Reply #57708 on: March 30, 2025, 10:48:33 pm »

Immediately, I ran into a major personal pitfall of mine whenever I play a base-building game, namely the condition of "I spend way more time planning out how to build my base than I do actually building the base itself". I've spent 2 nights finding a site and preparing for the embark, am on my 4th night of actually playing the game, and so far have only managed to dig out an entry hall, general-purpose stockpile, basic staircase, combination dorm/dining room in the hall before the stairs, and only built the trading post, a small farm plot, and a few temporary outside workshops. Basically, 15 hours of total play time, of which maybe 20 minutes have been actually playing.

This is pretty much me every time I start a new embark. I always end up cheating by using gui/reveal to find out where the soil layer stops, aquifers are, magma is, etc to help with my planning.
Logged
┬─┬ ︵ /(.□. \)

amade

  • Bay Watcher
    • View Profile
    • amade's illustrations
Re: What's going on in your fort?
« Reply #57709 on: April 01, 2025, 04:36:15 pm »

Was building a new minecart elevator to link the 2nd cavern layer to the fortress, placed a grate over the central shaft where the axle and gears were going to go through so I can smooth the aquifer walls. A stonecutter was already working on the last tile, so I gave the order to deconstruct the grate thinking that the stonecutter would be finished by the time someone came around to deconstruct it. I went to look at another part of the elevator to check on the progress.

A few seconds later, I ended up with a stonecutter with mangled hands and mangled right foot. Could've been worse, I guess.
Logged
┬─┬ ︵ /(.□. \)

MonkeyHead

  • Bay Watcher
  • Yma o hyd...
    • View Profile
Re: What's going on in your fort?
« Reply #57710 on: April 01, 2025, 05:16:23 pm »

The most recent espionage efforts at Fatebanner went as usual - suspects caught in the act and expelled, and infiltrators executed instantly. Oddly though my captain of the guard interviewed a goblin necromancer after he had been smeared into paste. His corpse confessed to spying, somehow, despite being in the magma sea.
Logged
As the Americans learnt so painfully in Earth's final century, free flow of information is the only safeguard against tyranny... Beware of he who would deny you access to information, for in his heart he dreams himself your master."

Commissioner Pravin Lal, 'U.N. Declaration of Rights'.

Eric

  • Bay Watcher
    • View Profile
Re: What's going on in your fort?
« Reply #57711 on: April 02, 2025, 12:58:05 pm »

I came back to DF (Steam) after i last checked it at release.

I had quite some DF-intense times since i started DF in 2007 (thanks to "The Complete And Utter Newby Guide To Dwarf Fortress") but was absent for the last... maybe 10 years but what should i say... i lost the last 3 evenings/nights to the (probably) best game of all time and it took only 3 forts to get one to 125 dorfs and a stable fortress.

Sadly im out of range of all Goblin civs and only a lonely Ettin came by to maul some of my geese (and getting mauled afterwards by my axe-squad).

I am also seemingly not able to find the caverns and only dig out more and more iron and coal to fill my ever hungry smelters and forges.

It is just too calm... something's brewing up i guess.
The visiting Zombies and Shadow Ghouls, admiring my human bard-in-residence at the tavern look a bit fishy but thats as creepy as it gets.

I think i have to send out some raiding partys to clear the near lairs and maybe (probably (obviously)) will declare war to the elves afterwards. And the humans. Presumably.

P.S. oh wow, i just realized that this is my very first post, even as this account was created in 2010 so Hi there, fellow DF enjoyers :)

P.P.S. despite playing the steam version right now, i always have a usb-stick with the latest ASCII-version at my very side, i case of emergency
« Last Edit: April 02, 2025, 01:13:57 pm by Eric »
Logged

TheFlame52

  • Bay Watcher
  • Certified geezer & only man to win 0.40.24
    • View Profile
Re: What's going on in your fort?
« Reply #57712 on: April 02, 2025, 10:10:42 pm »

Very belated welcome to the forums. ;D

Eric

  • Bay Watcher
    • View Profile
Re: What's going on in your fort?
« Reply #57713 on: April 02, 2025, 10:37:59 pm »

Thank you very much.

I just ended another 3h session in which i discovered the caverns (1st layer), razed an enemy lair, built guild halls and temples, evaded deat by thirst (twice), killed the first forgotten beast of this fort (a flying poisonous octopus (as it seems)) and after that accidentally disbanded all my 3 squads of battle-steeled soldiers so i had to re-assign dwarves, uniforms, barracks, shooting ranges and reclaim all the gear (so so so much gear) my urists dropped in the caverns at the moment of disbanding... took me another 30 min when i originally wanted to go to bed (urgently)...

fun indeed, will play again
Logged

amade

  • Bay Watcher
    • View Profile
    • amade's illustrations
Re: What's going on in your fort?
« Reply #57714 on: April 06, 2025, 07:13:37 pm »

While digging channels at the edge of a cavern lake, one of my miners made a terrible decision to step into the channel he just dug up and got swept away by the waters rushing in. Fortunately, I had instituted a forced swimming training regiment on my population so most dorfs have at least novice level skill in swimming.

Even so, this particular miner had a terrible sense of direction; instead of climbing back up the edge where he fell from (which had a ramp that he himself had dug), he swam to a rock pillar rising up in the middle of the lake and started climbing it.

Hanging on for dear life and unwilling to plunge back into the water, he climbed around the pillar but had nowhere else to go until he spotted a large spore tree that was growing out of the water nearby. Its branches look marginally safe compared to the rock pillar he was clinging on to. Unfortunately, there was also quite a bit of gap between the pillar and the tree.

Taking a leap of faith, the miner soared through the air toward the inviting branches of the spore tree…and missed. Falling down several z-levels, he splashed back into the icy waters of the cavern lake below.

Stunned and gasping for air, he flailed about until he managed to grab the trunk of the tree he had aimed for, climbed out of the water, and into the safety of the branches. Right next to his new perch was another rock pillar, and the miner still had his pick with him. This time, with a solid footing to work from, the way out was obvious.
Logged
┬─┬ ︵ /(.□. \)

Eric

  • Bay Watcher
    • View Profile
Re: What's going on in your fort?
« Reply #57715 on: April 07, 2025, 07:13:25 am »

Nice, swimming training really pays off.

How do you do this nowadays? Still the olde drowning swimming chamber design with "i can barely stand in this" waterlevels and mandatory attendency (burrow)?
I used to train all my dorfs to swim back in the days when irrigation by water was patched in so in case of (regular, inevitable) flooding i wouldnt loose everyone.

In my fort, i sent all my unhappy dorfs to an enemy lair to either conquer it or die trying... well they all got caught and now i have to rescue them with one of my trained squads... at least they will get happy thoughts for being freed from inprisonment.
Logged

amade

  • Bay Watcher
    • View Profile
    • amade's illustrations
Re: What's going on in your fort?
« Reply #57716 on: April 07, 2025, 07:28:51 am »

How do you do this nowadays? Still the olde drowning swimming chamber design with "i can barely stand in this" waterlevels and mandatory attendency (burrow)?

I've repurposed a minecart-only-access artifact museum tour to go through 5/7 water, but instead of reaching its destination, on its way out it gets stopped by a hatch. The rider is forcefully dismounted and has to swim their way out, stepping on a plate after exiting opens the hatch and lets the minecart return to its original starting position. After a few years, most dorfs with ample idle time will get enough training in.
https://steamcommunity.com/sharedfiles/filedetails/?id=3426332230
https://steamcommunity.com/sharedfiles/filedetails/?id=3426332292

For some reason, after taking a swim, my dorfs sometimes try jumping over the empty tracks, and inexplicably walk back toward the returning minecart and occasionally injuring themselves.
Logged
┬─┬ ︵ /(.□. \)

Goldbeard

  • Bay Watcher
    • View Profile
Re: What's going on in your fort?
« Reply #57717 on: April 13, 2025, 01:41:48 am »

An ettin just brought me an artifact bronze short sword (16 kills, but "all craftsmanship is of the highest quality" so I think really an artifact not just named), an artifact dwarf bone amulet, an artifact dwarf bone door, and a fine pewter slab. I shall build the slab in a room behind the door, and make it the new and improved library.

I can't identify the slayer, possibly that's normal with ettins' two heads.

A junior armorsmith who likes brass and mail shirts just pulled a fey mood. Guild demonstrations give her weapon and armorsmithing both as moodable skills, but she's specifying brass bars so it won't be too great no matter what.

Overall things are surprisingly peaceful. Four years in and no contact with goblins, elves or necromancers. Local werebeasts are bulls and camels, so big enough to be powerful. The ettin actually went down easier than the first werebull, though it still took a while to finish off.

This site has both a volcano and the headwaters of a stream, so pretty fun for me. But I took a 3x3 embark, and the one cavern I've found doesn't have vegetation. Fortunately I only peaked in with fortifications because there's a yellow zircon forgotten beast with a deadly extract breath that I don't have a plan to deal with yet.
Logged

Goldbeard

  • Bay Watcher
    • View Profile
Re: What's going on in your fort?
« Reply #57718 on: April 13, 2025, 02:22:26 pm »

Now my lone woodcrafter is leading woodcrafting demonstrations in the craft guildhall.  :( He caught a potter (non-moodable skill) up in it.  :'(
Logged

amade

  • Bay Watcher
    • View Profile
    • amade's illustrations
Re: What's going on in your fort?
« Reply #57719 on: April 15, 2025, 09:35:56 am »

Bit of a bittersweet thing today…

A miner working in the second cavern layer was fleeing from an olm man spearman, stumbled into a wild crundle, dodged its scratching attack, and fell into the cavern lake. Although there was no immediate threat of drowning (the water level was less than 7), the crundle jumped in and kept harassing the miner, preventing him from climbing out of the water. To make matters worse, the olm man caught up and joined in the fun.

In desperation, the miner dodged their attacks, but ended up going further away from the lake edge and into a flooded tunnel…and fell into a deeper hole. With no way out and under 2 z-levels of water, the miner drowned. An axedorf dispatched to the scene killed off both the olm man and the crundle, plus several other crundles in the vicinity for good measure. But now the corpse was stuck in deep water and extricating it for burial meant that the dorfs had to dig from underneath the cavern lake and let the water flow force the corpse to through a diagonal to keep the water pressure from instantly flooding the lower levels.

His wife didn't seem all too bothered about his unexpected death. Two weeks later, she gave birth to their first two children. Twins. The miner missed out on the birth of his first children and they were twins.
Logged
┬─┬ ︵ /(.□. \)
Pages: 1 ... 3846 3847 [3848] 3849