NatureJay
SJA: Commander of Ruthless Abuse
2005 Mar 23 • 1871
574 ₧
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Another note from my "just goofing around" fortress:
An artifact was created by my dwarves early on in the founding of the fortress. It is an onyx opal crown, encrusted with oval cut onyx opals and encircled with bands of skunk leather and round claystone cabochons, adorned with rings of more onyx opal, iron spikes, and an image of a spore tree in almandine. The name of the artifact is Coastsneaks the Dangerous Help.
Since the creation of this artifact, nearly every other artifact produce when one of my dwarves flips out contains some image on it of Coastsneaks the Dangerous Help.
100% natural, no antibiotics, and bloodgrass-fed
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2012 Dec 14 at 20:24 UTC
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aaronjer
*****'n Admin
2005 Mar 21 • 5105
1,227 ₧
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At least it isn't a rendition of a picture of a statue of a cheese.
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2012 Dec 15 at 01:47 UTC
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NatureJay
SJA: Commander of Ruthless Abuse
2005 Mar 23 • 1871
574 ₧
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No, but I did try to start a new world and ended up with a primo start location smack dab in the middle of The Jungle of Glaciers.
Now I started a new world! Now there's The Glacier of Chills (the chills are because the surroundings are haunted, it has nothing to do with temperature)
100% natural, no antibiotics, and bloodgrass-fed
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2012 Dec 17 at 20:21 UTC
— Ed. 2012 Dec 17 at 20:26 UTC
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NatureJay
SJA: Commander of Ruthless Abuse
2005 Mar 23 • 1871
574 ₧
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So, while dicking around I came across a rather amazing start location:
* Limestone. Everywhere. The first seven z-levels below the surface are filled with limestone. I'm a fucking limestone cowboy all up ins.
* In addition to the limestone (FLUX YAY), I have hematite. A fairly abundant supply of hematite. That means I'm seeing no reason not to have steel equipment for everyone.
* If you didn't already get the impression that Armok was commanding me to make as much steel as possible, there's also lignite strewn through the walls, which I've never seen, anywhere.
* Various forms of sand throughout are going to make farming pretty easy.
* The dwarves call it "Winehame". "Hame" is a Scottish variant on "home", but I like to think of it as a more dignified version of "ham".
100% natural, no antibiotics, and bloodgrass-fed
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2012 Dec 18 at 04:18 UTC
— Ed. 2012 Dec 18 at 04:19 UTC
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NatureJay
SJA: Commander of Ruthless Abuse
2005 Mar 23 • 1871
574 ₧
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Was attacked by something advertising itself as a Werelizard Ape. So, no moon, full-on monkey business. Moon goes up, and fur turns into scales, mammaries vanish, the uterus turns into some sort of horrid egg-laying mechanism, and its blood runs cold.
It's a remarkable time to be alive.
100% natural, no antibiotics, and bloodgrass-fed
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2012 Dec 18 at 23:18 UTC
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NatureJay
SJA: Commander of Ruthless Abuse
2005 Mar 23 • 1871
574 ₧
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I should also mention that the werelizard ape only had the first name of Ape and was actually a female human. Everything I said still holds.
Ten seconds after appearing on the map, she reverted to human form, and then several markswarves shot her up and cudgeled her with their crossbows. The only casualty was a horse that got bit.
100% natural, no antibiotics, and bloodgrass-fed
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2012 Dec 19 at 04:07 UTC
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aaronjer
*****'n Admin
2005 Mar 21 • 5105
1,227 ₧
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So now it's a monstrous Horselizard? Does it become stronger or weaker when it changes...?
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2012 Dec 19 at 19:50 UTC
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NatureJay
SJA: Commander of Ruthless Abuse
2005 Mar 23 • 1871
574 ₧
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It becomes statelier.
I designed a mist generator and did it right this time. Mist spraying all over the damned place. Needed two windmills to fully power the thing, but everything looks good for now. My problem before was the obvious one that I suspected I had: I forgot to change the orientation on the axles coming off the gear assembly
100% natural, no antibiotics, and bloodgrass-fed
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2012 Dec 20 at 04:28 UTC
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NatureJay
SJA: Commander of Ruthless Abuse
2005 Mar 23 • 1871
574 ₧
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Dwarven naming conventions:
100% natural, no antibiotics, and bloodgrass-fed
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2012 Dec 31 at 03:22 UTC
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NatureJay
SJA: Commander of Ruthless Abuse
2005 Mar 23 • 1871
574 ₧
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Quote: The militia captain bites The Goblin Crossbowman in the lower right back teeth from behind and the severed part sails off in an arc.
Gentlemen, one of my dwarves bit the teeth off of some poor goblin, FROM BEHIND.
100% natural, no antibiotics, and bloodgrass-fed
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2013 Jan 20 at 04:51 UTC
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NatureJay said: Quote: The militia captain bites The Goblin Crossbowman in the lower right back teeth from behind and the severed part sails off in an arc.
Gentlemen, one of my dwarves bit the teeth off of some poor goblin, FROM BEHIND.
I don't even-
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2013 Jan 20 at 12:31 UTC
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aaronjer
*****'n Admin
2005 Mar 21 • 5105
1,227 ₧
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I'm guessing he died as the dwarf must have chewed through his head to get there.
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2013 Jan 21 at 00:49 UTC
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NatureJay
SJA: Commander of Ruthless Abuse
2005 Mar 23 • 1871
574 ₧
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aaronjer said: I'm guessing he died as the dwarf must have chewed through his head to get there.
On the contrary, he lived to regret it, although he didn't live too long or accumulate too much regret. As I remember, the teeth-biting incident was roughly on page two-and-a-quarter of three-and-a-quarter pages.
100% natural, no antibiotics, and bloodgrass-fed
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2013 Jan 21 at 09:37 UTC
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NatureJay
SJA: Commander of Ruthless Abuse
2005 Mar 23 • 1871
574 ₧
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Great googly moogly are danger rooms broken.
So, after enduring a few ambushes in which it was generally a bad time to be a macedwarf, I finally got a 5x5 danger room set up and trained the melee portion of my army up to legendary in weapon skill, fighting, and shield use (which is to say, no patience for dodging or armor use). At present, I have five hammerlords, six macelords, five axe lords, five spearlords, and three swordlords (along with nine marksdwarves of mostly middling ability).
So granted, that's twenty-four legendary squad members off the bat, along with the nine marksdwarves. In the winter of my fourth year in game, the goblins decided to take the gloves off and send a siege of sixteen melee fighters (mostly maces) and a giant olm they were using for war purposes. Rather, they were trying to take the gloves off, but could not remove the gloves, because I had already taken their hands off. Body parts everywhere. The overall skirmish lasted maybe fifteen seconds of game time. My team came out completely unscathed and basically I never have to make clothes because I'm garbing everyone in the robes of the fallen enemies.
100% natural, no antibiotics, and bloodgrass-fed
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2013 Jan 27 at 21:54 UTC
— Ed. 2013 Jan 27 at 22:13 UTC
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aaronjer
*****'n Admin
2005 Mar 21 • 5105
1,227 ₧
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Goblin Maceman cancels remove gloves: hands sailing off in an arc.
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2013 Jan 28 at 05:34 UTC
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NatureJay
SJA: Commander of Ruthless Abuse
2005 Mar 23 • 1871
574 ₧
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The latestest [the extra -est is for emphasis] pitted the same army of mine plus one good marksdwarf against 100+ strong of the goblin army, a combination of axemen, lashers, jabberers, elk birds, olms, etc.
Casualties:
4x fisherdwarves (stranded in one corner of the map)
1x metalcrafter (whatever)
1x child (pffft)
assorted rabbits and dogs including two hunting dogs
Death Tolls:
1x Pikemaster
1x Axe Lord
10x Lashers
12x Axemen
11x Giant Olms
6x War Jabberers
7x Elk Birds
I can deal with that. I'll be adding to my axe and sword lords soon.
Also one of my speardwarves lost a hand and a foot so he's probably back to being an ordinary citizen now.
100% natural, no antibiotics, and bloodgrass-fed
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2013 Jan 29 at 01:01 UTC
— Ed. 2013 Jan 29 at 01:10 UTC
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aaronjer
*****'n Admin
2005 Mar 21 • 5105
1,227 ₧
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Personally my favorite war injuries are brain damage to horses. We all know how that turned out for me.
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2013 Jan 29 at 05:27 UTC
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NatureJay
SJA: Commander of Ruthless Abuse
2005 Mar 23 • 1871
574 ₧
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Losing a foot and a hand didn't turn out all that bad for him; the most recent artifact (a water buffalo bone scepter) contains an image of him admiring wolverine men.
100% natural, no antibiotics, and bloodgrass-fed
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2013 Jan 29 at 06:36 UTC
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Who doesn't admire wolverine men?
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2013 Jan 29 at 19:10 UTC
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aaronjer
*****'n Admin
2005 Mar 21 • 5105
1,227 ₧
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People with more than two extremities.
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2013 Jan 29 at 22:10 UTC
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NatureJay
SJA: Commander of Ruthless Abuse
2005 Mar 23 • 1871
574 ₧
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An incomplete list of things contained in dwarf fortress:
1. Werecamels.
I was fighting one. I didn't get bit or anything but at least two of my dwarves decided to bite the werecamel because they're bitey I guess. I hope this doesn't lead to trouble later
100% natural, no antibiotics, and bloodgrass-fed
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2013 Jan 31 at 01:29 UTC
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NatureJay
SJA: Commander of Ruthless Abuse
2005 Mar 23 • 1871
574 ₧
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My fortress is broken:
Every time a caravan arrives, it forgets how to reload when it supposedly departs. So the game tells me no merchants are trading, and the caravan just sits there, in the depot. Months pass.
In order to get the caravan out of the depot, I have to deconstruct it. Each time I deconstruct the depot, whatever items are flashing on screen at the time within the depot are ejected. My dwarves collect the items, which in turn overflow my stockpile. Then the food that they haven't collected yet inevitably rots, filling the once-depot with miasma.
Every few months, this is my fortress.
100% natural, no antibiotics, and bloodgrass-fed
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2013 Feb 1 at 02:39 UTC
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Down Rodeo
Cap'n Moth of the Firehouse
2007 Oct 19 • 5486
57,583 ₧
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I'd simultaneously love and hate to see the code for this game.
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2013 Feb 1 at 03:06 UTC
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NatureJay
SJA: Commander of Ruthless Abuse
2005 Mar 23 • 1871
574 ₧
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Down Rodeo said: I'd simultaneously love and hate to see the code for this game.
It's primarily done by one guy, so I'd imagine it's quirky and weirdly inefficient in many places.
100% natural, no antibiotics, and bloodgrass-fed
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2013 Feb 1 at 06:25 UTC
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aaronjer
*****'n Admin
2005 Mar 21 • 5105
1,227 ₧
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You hardly need trade after the first year. You could always just design lava to dispose of them as soon as they show up.
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2013 Feb 1 at 06:49 UTC
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