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1) Nice shot on the Kobold.

2) Lever-pulling Vampire: This has good points and bad points. The thirst penalty will mean that the lever-pull might be slow.

3) Another possibility is to see if we can get her blood into the well, then deliberately run out of Booze so that everyone drinks from the well. We could end up with an entire fort full of Vampires... tantruming because they "need a drink desperately", can't drink Booze and have only each other to suck on.

4) Web-shooting FBs are immune to our web-the-cage-trap trick, remember.

5) The collapse of constructed floors does indeed cause cave-in dust, unless this functionality has changed very recently.
 

Falc

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A kobold thief ambushed one of our legendary engravers right outside the dodge'em trap.

That had me worried .. and then the engraver shot the kobold in the heart(!).
The funny thing is, he's not even a military dwarf. He just .. happened to carry a pine crossbow around. He doesn't even have any skill - just 'dabbling' in archery.

That is quite a change from our marksdwarf squads who gleefully waded into combat and bashed people's skulls in...
 

randakar

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That is quite a change from our marksdwarf squads who gleefully waded into combat and bashed people's skulls in...

Having enough ammo and a ton of spare crossbows helps. :)
I wonder if that dwarf happens to have a preference for crossbows. Because I really can't see any other reason for him to be carrying that thing.
Except perhaps if he was going out to hunt stuff, but I didn't think that labor was enabled on him.

1) Nice shot on the Kobold.

I should post a screeny of the blood trail it left. It's quite impressive.

2) Lever-pulling Vampire: This has good points and bad points. The thirst penalty will mean that the lever-pull might be slow.

Plus I have no idea what lever we would want him to pull in the first place.

3) Another possibility is to see if we can get her blood into the well, then deliberately run out of Booze so that everyone drinks from the well. We could end up with an entire fort full of Vampires... tantruming because they "need a drink desperately", can't drink Booze and have only each other to suck on.

:O

Jeesh, that's insane. Quite a lot of potential for 'fun' right there.
I was planning to be boring about this, though :p

4) Web-shooting FBs are immune to our web-the-cage-trap trick, remember.

Yeah, I figured as much. Doesn't change a lot in our plans though.

5) The collapse of constructed floors does indeed cause cave-in dust, unless this functionality has changed very recently.

Good. Then I won't need to finish reconstructing that pillar before we use the cave-in against him.
Though I suppose I should seal off that room again first, should the FB somehow survive this and not get knocked into a cage trap.
 

Gen. Skobelev

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Are forgotten beasts just too dangerous to handle with dwarf military? Or is it just easiest to trap them?
 

randakar

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Are forgotten beasts just too dangerous to handle with dwarf military? Or is it just easiest to trap them?

Forgotten Beasts *can* be both very easy to kill and pose no threat whatsoever.

...

...

...

Yeah. Now that everyone has finished laughing (even though it's true!) .. I will just say that a single Forgotten Beast with the right abilities can easily wipe out your entire fort without even batting an eyelash.

For illustrative purposes, let me link you to Bronzemurder.
 

Gen. Skobelev

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Forgotten Beasts *can* be both very easy to kill and pose no threat whatsoever.

...

...

...

Yeah. Now that everyone has finished laughing (even though it's true!) .. I will just say that a single Forgotten Beast with the right abilities can easily wipe out your entire fort without even batting an eyelash.

For illustrative purposes, let me link you to Bronzemurder.

:rofl:

I think I get the point.

:rofl: :rofl::rofl:
 

Capt. Kiwi

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Forgotten Beasts *can* be both very easy to kill and pose no threat whatsoever.

...

...

...

Yeah. Now that everyone has finished laughing (even though it's true!) .. I will just say that a single Forgotten Beast with the right abilities can easily wipe out your entire fort without even batting an eyelash.

For illustrative purposes, let me link you to Bronzemurder.

Aren't there sometimes no leg no arm ones that sort of just flop around? But give them a deadly dust and suddenly you don't want to go near them.
 

TheLoneGunman

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Plus I have no idea what lever we would want him to pull in the first place.

Easy, you have him locked up in a room, you have our miners dig under most of our fort and link the entire area to a series of supports. The lever will collapse all of the supports causing the complete collapse of most of the fort.

Use only for emergencies.
 

randakar

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We had a kid? Huh. Well, there's my crack child-rearing skills at work...

Not just one. Three. Nomal was the youngest.
The perpetrator has been locked up, and you are "pleased that a family member received justice recently".
I'm having a chain built in her eternal lockup right now so that she can be moved.

Aren't there sometimes no leg no arm ones that sort of just flop around? But give them a deadly dust and suddenly you don't want to go near them.

Yep. There are a lot of options though.

Easy, you have him locked up in a room, you have our miners dig under most of our fort and link the entire area to a series of supports. The lever will collapse all of the supports causing the complete collapse of most of the fort.

Use only for emergencies.

The fort is spread out over so many z-levels that that wouldn't really do much, to be honest. In order to make that work you'd have to disconnect all of the fortress tiles on all of the z-levels from anything that isn't connected to the layers underneath *and* overhead. In many places that isn't even possible - some of our fortress is quite tightly linked to the vulcano shaft rising up overhead.

To be honest there are only two things that I can imagine putting levers for in the vampire room, and neither of those is anywhere near completion .. yet.
 

Culise

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Aren't there sometimes no leg no arm ones that sort of just flop around? But give them a deadly dust and suddenly you don't want to go near them.
My favourites are the ones made out of water or snow, which collapse if you so much as breathe on them.
 

randakar

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Game unpaused.

The dwarven outpost liason showed up. Followed by an immediate "The wagons have bypassed your inaccessible site" announcement.
Uh. Wait. The road should prevent that, right?

Well .. as it turns out cage traps block the path wagons can take into your depot. Oops.
Right, I'm removing those again I guess. I'll need to put them somewhere else. Outside, maybe.


As a result of that thief showing up I send out two units of militia, looking for more enemies lurking around the entrances to our fort:
The Constructive Curls, our top axemen, and the Golden Armories, our most experienced crossbowmen.

A bit of patrolling outside confirms my suspicion: Another kobold thief is found by the Golden Armories, and immediately gets shot. Twice. Once by a Monom Mörulmamot, and once by Asdfezxcas. The first shot hits him in the chest, wounding him. The second shot tears right into his skull and goes out the other side, taking the kobold's brain with it.

Edit:
.. or so I thought. Turns out, it didn't. Unpausing yielded another page and a half of battle logs on this thief:

k0lTsvB.png

5lcykVS.png


Auch.
He's dead now, but that can't have been anything but a painful and horrible way to go.
At least 4 different dwarves got hits in: The two aforementioned dwarves, PlankOfWood, and an unclaimed dwarf named Thob Olonsuvas.
edit2: And that 'war dog' is actually 5 seperate wardogs .. right.
 
Last edited:

brovahkiin

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Ouch
 

randakar

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Trading has almost completed. Me figuring out that an "X" in front of an item means it's worn enabled me to trade these dwarves a lot of our worn clothing. Add to that the fact that I found a bunch of prepared food barrels I had overlooked in earlier trades means that we have basically cleaned them out of useful stuff. All that remains is me grabbing some miscellaneous steel and iron toys and instruments.

The only item I am still considering buying is a giant steel axeblade that costs 4000 dwarfbucks or so. That's pretty expensive for something I only intend to melt down, though, so I probably won't. Though it's amusing me for some reason.

In the meantime, one of our unclaimed armorers has gotten a Fey Mood. This is exciting, since armorers make, you know, armor. If he picks a good material (steel or better yet, adamantine) we could get something very nice out of this one.
That being said, he can also choose to make a lead left-pinky protector or something. So don't expect too much ;-)

edit: And he's claimed a magma forge. Good.
edit2: Work has begun! He has claimed adamantine wafers(!), radiant cut purple spinels, rough brown zircons, and brown recluse spider silk cloth.
This might become something very nice :)
 
Last edited:

randakar

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Dwarf Fortress said:
Stinthäd Ishlumtun, Armorer, has created Zursulód, a adamantine shield!


Zursulód said:
This is a adamantine shield. All craftsdwarfship is of the highest quality. It is encircled with bands of tapered baguette cut spinels. This object is adorned with hanging rings of adamantine and brown zircon and menaces with spikes of brown recluse spider silk.

How you make menacing spikes out of silk is a bit of an open question.

That's .. less useful than I hoped. Adamantine is not a great material for shields, because of it's lightness. You want to be able to shield bash things with these, and weight determines damage.
It's worth 1.381.200 dwarfbucks - the most valuable item in the fort, closely edging out the other two adamantine artifacts.

Ah well. At least we have another legendary armorer now. And I know just what dwarf I will give the privilege of wearing that.
 

unmerged(473486)

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One day someone will make a legendary adamantine breastplate then BloodCarnage shall never fall!!
 

randakar

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Game unpaused. I've done a lot of work but don't have much to show for it.

One thing though: Atis, one of our clothiers and axedwarves was locked up inside a 1-space room with a giant cave spider for a while, as a result of the work we're doing for the upper dodge' em trap.
I've freed him but his happiness has dropped to 28 (unhappy) as a result.
This is about half of the nearest least-happy dwarf, an engraver who is mostly unhappy because I ordered some miners to mine through a few of his masterworks. Oops.
 

randakar

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A few small projects have been completed:

The pond we've added to the vestibule has been roofed over. I've ordered the seperating walls removed and changed the burrow designations to match.

Secondly, I've added this:

MqrpMaZ.png


The bright blue bridges there are a double set of drawbridges, linked to that lever in the ballista room. Right now they are raised, which allows the ballista to fire shots for target practice purposes; The bolts drop down the channel in front of that and should remain intact, making it possible for our dwarves to recover them.
If the lever is pulled both drawbridges will lower, clearing the path for our ballista to actually shoot at things inside the inner hallway.

The lefthand ballista is set to "Prepare to Fire". Which presumably that dwarf over there is doing. Once it's loaded I'll order it to "Fire at will".

edit: This works as designed:

iQbWhjt.png


However, I get this sneaking feeling that firing more than one ballista simultaneously in training mode will cause some issues with the ammo retrieval - that bolt moved much further away from the wall than I expected, and if there's a dwarf standing down there, retrieving other bolts ..
Also, perhaps I should add another drawbridge to the retrieval area to prevent nasties from sneaking in that way.
 
Last edited:

randakar

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The water channels are ready, and so is the associated cave in.

I'm pulling the lever now.

edit: The cave-in appears to have done it's job.

Frop top (pillar room) to bottom (channels level):

f5CTKZo.png


VmZY6Zl.png


f3XFiEU.png


sT9ET9P.png


m2dIehj.png


89D9HcG.png
 
Last edited:

Falc

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Easy, you have him locked up in a room, you have our miners dig under most of our fort and link the entire area to a series of supports. The lever will collapse all of the supports causing the complete collapse of most of the fort.

Use only for emergencies.

Lever under the volcano to dump it all on the circus...