"A caravan from Mountain homes has arrived"
Cue entire fortress walking up and taking cloths/thread from their wagon to put in hospital, traders non the wiser of streams of dwarves jacking their goods.
Is this a bug?
[editline]4th December 2013[/editline]
Also one of my soldier's babies was taken into my danger room. He managed to not be wounded, but he left behind his 'partial skeleton' (that's now sitting in my corpse pile) that only contains his blood apparently.
Again, I checked the combat reports - he was never hit, but he's left behind a skeleton [I]composed only of blood[/I].
The hospital has a habit of robbing fucking everything cloth related, but I'm not sure if they do it to forbidden stuff. (which is what the caravan would be until you buy it)
I was inspired by Robust Retard's idea for a Crusader Fortress and so set off with a military expedition for a haunted biome. The second I unpause I'm greeted with this:
[IMG]http://i42.tinypic.com/t9gnmb.png[/IMG]
It seems the Order of the Silver Drink has its work cut out for it.
And in the meantime I tried adventure mode for the first time - I recruited two spearmen on my quest to kill a creature of the night that was terrorizing some town and on the way we were all struck down by a particularly feisty alpaca.
[QUOTE=ZestyLemons;43075373]"A caravan from Mountain homes has arrived"
Cue entire fortress walking up and taking cloths/thread from their wagon to put in hospital, traders non the wiser of streams of dwarves jacking their goods.
Is this a bug?
[editline]4th December 2013[/editline]
Also one of my soldier's babies was taken into my danger room. He managed to not be wounded, but he left behind his 'partial skeleton' (that's now sitting in my corpse pile) that only contains his blood apparently.
Again, I checked the combat reports - he was never hit, but he's left behind a skeleton [I]composed only of blood[/I].[/QUOTE]
Yeah, that's a bug. If you have dfhack use the command 'binpatch apply hospital-overstocking' and that should fix the bug.
[QUOTE=PopLot;43077049]I was inspired by Robust Retard's idea for a Crusader Fortress and so set off with a military expedition for a haunted biome. The second I unpause I'm greeted with this:
[IMG]http://i42.tinypic.com/t9gnmb.png[/IMG]
It seems the Order of the Silver Drink has its work cut out for it.
And in the meantime I tried adventure mode for the first time - I recruited two spearmen on my quest to kill a creature of the night that was terrorizing some town and on the way we were all struck down by a particularly feisty alpaca.[/QUOTE]
Well... what if I were to give you a list of settings that are close to what I wanted to do, complete with back story and all that jazz? It'd be neat hearing about how you would think Crusader Dwarves would play out.
[editline]5th December 2013[/editline]
I'd also be happy to just write that story, because the more content the merrier.
[QUOTE=PopLot;43077049]I was inspired by Robust Retard's idea for a Crusader Fortress and so set off with a military expedition for a haunted biome. The second I unpause I'm greeted with this:
[IMG]http://i42.tinypic.com/t9gnmb.png[/IMG]
It seems the Order of the Silver Drink has its work cut out for it.
And in the meantime I tried adventure mode for the first time - I recruited two spearmen on my quest to kill a creature of the night that was terrorizing some town and on the way we were all struck down by a particularly feisty alpaca.[/QUOTE]
[video=youtube;Wnn47V09Q2M]http://www.youtube.com/watch?v=Wnn47V09Q2M[/video]
???
Migrants galore!
[editline]5th December 2013[/editline]
First guy's a Great Fish Cleaner
....
[editline]5th December 2013[/editline]
God fuck they're still coming
[editline]5th December 2013[/editline]
Okay, so went from 11 dwarves to 34 dwarves. ..
[QUOTE=Kylel999;43080199]Migrants galore!
[editline]5th December 2013[/editline]
First guy's a Great Fish Cleaner
....
[editline]5th December 2013[/editline]
God fuck they're still coming
[editline]5th December 2013[/editline]
Okay, so went from 11 dwarves to 34 dwarves. ..[/QUOTE]
Conscript them, house them, or take their goods then sacrifice them to Armok.
Brutality is acceptable if it means the survival of others.
Newer players that followed the quickstart guide should keep in mind that a 5x5 dorm filled with beds will save you so much fucking work when it comes to housing new dwarves. The quickstart guide doesn't really seem to care for dorms, but oh my God does that free up a ton of labor. Instead of instantly having to scramble to house every single individual dwarf, you can continue on with more important work and queue up the digging and beds while you're not trying to get your entire metalworking industry started, plus make bins to store all that fucking leather the caravans are shitting out, aand y'know expand those farms that never seem to produce enough food.
[QUOTE=Lijitsu;43084723]Newer players that followed the quickstart guide should keep in mind that a 5x5 dorm filled with beds will save you so much fucking work when it comes to housing new dwarves. The quickstart guide doesn't really seem to care for dorms, but oh my God does that free up a ton of labor. Instead of instantly having to scramble to house every single individual dwarf, you can continue on with more important work and queue up the digging and beds while you're not trying to get your entire metalworking industry started, plus make bins to store all that fucking leather the caravans are shitting out, aand y'know expand those farms that never seem to produce enough food.[/QUOTE]
The only issue with food I've ever had was when I forgot to get my dwarves to brew more alcohol during winter and a load of them rapidly dehydrated, just buy all the drink and food the caravans bring you and make large enough plots to grow plump helms in.
[QUOTE=Smasher 006;43084763]The only issue with food I've ever had was when I forgot to get my dwarves to brew more alcohol during winter and a load of them rapidly dehydrated, just buy all the drink and food the caravans bring you and make large enough plots to grow plump helms in.[/QUOTE]
Food isn't a problem for me anymore, but until I started using dorms out of frustration beds were the biggest bitch I had. Massive time sink for your miners, plus it costs tons of wood to get every new dwarf their own bed. Some do share beds, but you can't count on every dwarf having a spouse.
I've noticed that, in adventure mode, the chance of hitting a certain body part doesn't really change much. I would expect that if an attacker was higher than a defender, the hit chance on lower body parts would consequently be reduced.
[QUOTE=Smasher 006;43084763]The only issue with food I've ever had was when I forgot to get my dwarves to brew more alcohol during winter and a load of them rapidly dehydrated, just buy all the drink and food the caravans bring you and make large enough plots to grow plump helms in.[/QUOTE]
As long as you've got some metal to make a bunch of trinkets with, it's always a good bet to buy animals, all the drink they have, and some cloth bins. If the animals aren't worth the food, they'll make good cannon fodder. If the drink isn't needed, it'll at least give a small happiness boost. If the cloth isn't needed, you're not doing it right, make more socks.
[QUOTE=Lijitsu;43084723]Newer players that followed the quickstart guide should keep in mind that a 5x5 dorm filled with beds will save you so much fucking work when it comes to housing new dwarves. The quickstart guide doesn't really seem to care for dorms, but oh my God does that free up a ton of labor. Instead of instantly having to scramble to house every single individual dwarf, you can continue on with more important work and queue up the digging and beds while you're not trying to get your entire metalworking industry started, plus make bins to store all that fucking leather the caravans are shitting out, aand y'know expand those [b]farms that never seem to produce enough food.[/b][/QUOTE]
Really? I make a 5x5 plump helmet farm at the start of every fort and it always overproduces until I have ridiculous food stores, even when at 100 dorfs. Though that could also be because I have butchering sentient races enabled and cook all the goblins I kill.
[QUOTE=lord0war;43085392]Really? I make a 5x5 plump helmet farm at the start of every fort and it always overproduces until I have ridiculous food stores, even when at 100 dorfs. Though that could also be because I have butchering sentient races enabled and cook all the goblins I kill.[/QUOTE]
I make tons of 5x5 farms now and am fine, but before it was a pain. Newer players always have problems with food and drink, and taking the added stress of rooms off of them temporarily can help them dig out more farms.
[QUOTE=Lijitsu;43085182]Food isn't a problem for me anymore, but until I started using dorms out of frustration beds were the biggest bitch I had. Massive time sink for your miners, plus it costs tons of wood to get every new dwarf their own bed. Some do share beds, but you can't count on every dwarf having a spouse.[/QUOTE]
Dorms are good for a long time, though I like to transition to bedrooms after a while, as it's a great way of getting a load of stone, and I'll often start massproducing beds after a few months when I don't know what to give my carpenter as orders. (because I often bring 100 starting wood, which is good for beds and bins, plus training spears if I want a danger room)
I've never really had a problem with food. Maybe just me, but I embark with shit loads and slap down farms like halfway through the year. I butcher everything I find too.
[editline]6th December 2013[/editline]
Oh, by the way, when you cook something, does it produce more food items than you put into it? I end up cooking a hundred plump helmets/muck roots and end up with 1k+ meals.
A farm is the first thing I dig out in a fortress, assuming the first layer is soil. Which I always try to embark with some soil, because I have no idea how to properly irrigate stone without risking flooding.
I just embarked near a lake in a calm area. A nymph, within the first 3 seconds, killed my scarecrow. Well, I guess thieves planned ahead.
Last time I irrigated water to make some stone muddy for farming a cat got in the way of the water as it was coming down and exploded into blood and gibs all over the room the water was going in to, only found out once it had all cleared as the cats limbs were in opposite corners.
So for about all of the spring season so far, a shitton of zombies has besieged my fortress. I since found out that I accidentally made my (what was supposed to be) drawbridge a retracting bridge, so my fort entrance was desperately walled shut seconds before the undead came into view (which would have had all my civs freak out). So now my fortress is surrounded on four sides by zombies and zombified limbs. Been working for a while to produce the necessary supplies (including slaughtering some of our only livestock for leather for quivers) to start shooting them with markdwarves but I can't seem to figure out why they aren't shooting.
[QUOTE=Kylel999;43093358]So for about all of the spring season so far, a shitton of zombies has besieged my fortress. I since found out that I accidentally made my (what was supposed to be) drawbridge a retracting bridge, so my fort entrance was desperately walled shut seconds before the undead came into view (which would have had all my civs freak out). So now my fortress is surrounded on four sides by zombies and zombified limbs. Been working for a while to produce the necessary supplies (including slaughtering some of our only livestock for leather for quivers) to start shooting them with markdwarves but I can't seem to figure out why they aren't shooting.[/QUOTE]
Unless they're standing directly adjacent to the fortifications, they won't shoot below like skill level 8 or so.
[QUOTE=Kylel999;43093358]So for about all of the spring season so far, a shitton of zombies has besieged my fortress. I since found out that I accidentally made my (what was supposed to be) drawbridge a retracting bridge, so my fort entrance was desperately walled shut seconds before the undead came into view (which would have had all my civs freak out). So now my fortress is surrounded on four sides by zombies and zombified limbs. Been working for a while to produce the necessary supplies (including slaughtering some of our only livestock for leather for quivers) to start shooting them with markdwarves but I can't seem to figure out why they aren't shooting.[/QUOTE]
1) Do you have the crossbow bolts to use alongside the quivers?
2) Are your wood stocks up to scratch? If it is, then you should be fine for a while.
3) Why aren't you praying to Armok for deliverance?
Once you answer these questions, I might be able to provide """"advice"""" on your situation.
I did have bolts, yes, my wood stocks were well, and why would I pray to myself?
I ended up trapping a tunnel into my fort and opening it. I built way too many weapons traps, as apparently one with a single copper battle axe was enough to kill what my ten man squad couldn't.
Anyway, in the cavern below at some point serpent men/women were attacking my civs that were retrieving fungus wood. I just now noticed that there is a serpent man blowgunner, "Atolgasis 'Findsatins'", that is friendly. I couldn't help but laugh at his description.
"He is incredibly skinny. His scales are white. His eyes are black. [I]His teeth is gone.[/I]"
[editline]7th December 2013[/editline]
Sweet. The day after I finally end the siege and NOW the caravan arrives.
[editline]7th December 2013[/editline]
"He is five months old, born on the 10th of Hematite in the year 253.
He is incredibly muscular. His jade eyes are somewhat narrow. His sideburns are clean-shaven. His very long mustache is neatly combed. His very long beard is neatly combed. His medium-length hair is arranged in double-braids."
Wow, what a badass baby
[editline]7th December 2013[/editline]
I just found that fucking serpent man's teeth in my refuse pile.. I'm very upset I'm never going to find out how this happened.
Just had a soldier survive losing her entire right arm and right leg.
No one actually rescued her either. she just crawled to her bedroom, slept, grabbed a crutch and continued soldierin' (until I forcibly retired her).
Genned myself some 500 random creatures in the Creature generator that comes with Masterwork. Going into embark selection, I see that every civ that it generated is 100% hostile. Fun.
Homeelastes, C-rk-teys (which aren't hostile but I cannot trade with them), and the Gregisas.
Dunno what they look like or do because they're random, so lets see how this turns out.
Holy shit.
I embarked in some Untamed Wilds, and all of a sudden some Giant Jaguars attacked my Dwarves. It seemed as if all hope was lost...
Then, out of nowhere, one of my Dwarves took the only weapon I had brought. He then [I][B]killed the whole group of Jaguars by himself with only the copper warhammer.[/B][/I] That man became my High Marshal.
I got sick of seeing dwarves hoard old clothing, so I made a magma garbage chute in one of the central hallways (literally a hole in the floor that drops 80 z levels).
Nothing could go wrong with this.
[QUOTE=ZestyLemons;43131965]I got sick of seeing dwarves hoard old clothing, so I made a magma garbage chute in one of the central hallways (literally a hole in the floor that drops 80 z levels).
Nothing could go wrong with this.[/QUOTE]
Dwarf has old clothing? Get rid of the entire dwarf.
I'm on my first ever fortress and as far as I can tell its going ok however I have an absolute abundance of stone which is aestetically pleasing nor convenient to stockpile. Would mass producing blocks lower the amount of stone? Right now I am putting floors in reasonable places to use up stone but its so time consuming and stops be progressing. I kind of want to destroy excess stone as fast as possible.
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