I've never heard of Necromancers actually being part of the fort. I assume he was a migrant? I can't see one of your founders becoming one.
ETA: And one of my people died in my natural growth fort, so things will get tense for a bit. Not sure if he jumped off the roof or climbed up a tree or what, but he wound up in the moat with an upper chest injury that killed him just slowly enough for him to utter some final words.
edited 9th Oct '15 5:24:44 PM by Journeyman
I'm using the Masterwork mod, so that's probably a part of it, but anyways, I'm just watching my entire fort get destroyed right now by the nastiness from the caverns, and it's a pretty cathartic experience. I think I'm going to go to the fort in adventure mode after I watch everyone die.
This game is fun.
Welcome to the Funhouse. All mirrors are broken. The cotton candy machine is possessed. And there are no refunds for any reason. Dismemberment counts as an excuse, not a reason.
I found out about this little gadget and just had to share its sheer awesomeness with y'all.
http://www.bay12forums.com/smf/index.php?topic=146473.0
Granted, we already have Stonesense, but I haven't used that one. I just used this to walk through that couples' fort I'd made (and am probably scrapping in favor of a castle in stone instead.)
Here's an album I made touring a small fort in AV.
nice
"Never let the truth get in the way of a good story." TwitterIt demonstrates basic wall building for controlling climbers. Just stick a fortification jutting out of the top level and you're golden. Place a roof over it to prevent marksdwarves from climbing over and meleeing enemies.
ETA: That fort is probably gonna get wiped. The castle after it too. I'll probably make a new embark on a tiny space, 2x2, to minimize lag and memory issues.
edited 25th Oct '15 8:13:08 PM by Journeyman
My scenario generator just told me I should embark with only gelders. :P
Although there's probably a lot of work that could be done to improve it, it's comprehensive enough already that I'm thinking of just posting it and seeing what people think. Unfortunately, the free web host I've been using seems to have closed down, so I'll have to find a new one first.
Join my forum game!I love how this game can teach you about real life. So I've got a new fortress. A small embark in a white sand desert. Brought my own wood so I wouldn't have to hunt the caverns for a bit. Am completely surrounded by dolomite, lignite, limonite, and various gemstones. So I set some stone stockpiles out to collect the dolomite, and I disable economic stones. Nothing happens. I'm like, "okay, what's going on?" and hit the wiki, because that's more thorough information than simply "Flux Stone." Yup, Dolomite is a flux stone. I am part of a very small dwarven civ, and I think I just founded their version of Pittsburgh smack dab in the middle of a small desert. Cha-ching. And since it's a small embark this time (only 2x2 so 2500 tiles) I don't have to worry about FPS death for a very long time.
Too bad I saw an undead barn owl at the beginning. Means there's probably going to be more. Roastedbanners, as this one's called, is going to be putting that steel to good use.
"10/28/2015Toady One I finished handling the last personality needs in dwarf mode — dwarves can swipe and own and wear trinkets again somewhat like they did before, for instance, with the avaricious and extravagant dwarves doing it more than others. The quarrelsome ones can argue during chats, which'll satisfy both parties need to argue if they have it, or make them a little grumpy if they don't, though it's infrequent enough that it shouldn't be a new cause of fort collapse. Various other needs (seeing animals, learning, practicing martial arts, etc.).
I also made dwarves somewhat more resistant to the effects of alcohol — creature castes can now be given an extra dilution factor vs. syndromes with a given identifier."
So personality traits are now a critical thing to watch. This is going to be one Fun release when it gets here. What do you think is going to be the biggest fort killer of the new age?
Uploaded my scenario generator. Give it a few rolls and tell me what you think!
Join my forum game!Roll 1:
Embark with haunted surroundings.
Embark with only woodcutters and armorsmiths.
Make no weapons other than crossbows and war hammers.
All your constructed floors and constructed statues must be made of clay.
Limit your number of soldiers to at most 20.
Goal: Build an enormous water fountain, surrounded by a tiled underground-type wood floor.
Roll 2:
Embark in a freezing climate.
Limit your number of babies to at most 5. Excess ones should be drowned.
Do no carpentry, weaponsmithing or brewing.
Do not make any constructed cabinets or constructed millstones.
Your soldiers may not wield crossbows.
Goal: Build a fortress themed on His Dark Materials (Philip Pullman) and the name of your civilization.
edited 30th Oct '15 7:33:28 PM by Journeyman
Decided to roll some things, and wound up rolling one really devious scenario involving one detail.
No mining, carpentry, or woodcutting.
To me, that seems like a fort doomed to fail. (If someone proves me wrong, then hey, good for ya! Ya sure are more dwarven than I could be!)
"If you have any beefs with Santa, do remember to SETTLE IT IN SMASH!" Quote by EdveedYou can still build with soap.
Edit: Wait, that needs wood too. Uhh...
Edit Edit: Aha, you can just build everything out of green glass! Make sure to embark on an area with sand and a volcano then, so you can use a magma furnace.
edited 31st Oct '15 6:37:01 AM by Hydrall
So tell me where you going to get the stone to build said furnace with? How about beds, tables, barrels, workshops etc.
Who watches the watchmen?Caravans?
And your industry will trade for that material with what crafts? You can't craft anything, you can't build beds, you can't mine for stone.
Maybe if you embark with enough stone but you lose other materials like food and booze and it makes farming a bit tricky.
Who watches the watchmen?No-points embark, bitches. Deconstruct the wagon, build a butchery, tannery, and craft shop. Convert the animals to food, crafts, and leather. Use herbalism to gather plants you can use. Especially textile plants. Continue using those logs for whatever shops you need in the moment.
It takes a lot of micromanagement and prioritization, but it can be done. Just trade for building materials and base yourself around the caravans each year.
Embark with untamed wilds surroundings.
Have no masons or miners in your fort. Excess ones should be fed to a forgotten beast.
Only trade with humans.
All your workshops must be made of wood.
Your soldiers may not wield maces.
Goal: Build a fortress themed on gothic horror and nature.
That sounds like Shoot the Builder: The Fortress.
Actually, NOT a no-points embark. Embark with nothing but your own herd of horses and enough logs to build the workshops to process them. Make leather quivers, backpacks, and waterskins, and use the bones for crossbows, armor, and bolts. Instant hunting party.
Substitute humans with treehuggers elves and you would have elffort.
Once we have the ability for dwarves to ride animals, that sounds like a great plan for a Yurt Fortress challenge.
edited 31st Oct '15 8:04:53 AM by Hydrall
It's good to know some people at least got the generator working, I only tested in Firefox. XD
Lol. Wow that is pretty special. BEWARE THE WRATH OF MY KILLER CLAMS!
edited 9th Oct '15 4:19:01 PM by TuefelHundenIV
Who watches the watchmen?