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Post by aka Cthulhu on Jul 18, 2021 3:54:27 GMT -5
Some new catches as I'm playing.
-Giant vultures. These guys are assholes. If they're are part of the animal population in the site where your fort is, the wild ones try to steal stuff on ground level. Also cause a ton of job cancellation orders as they spook non-military dwarves, and if non-military dwarves try to fight them... well, it's a bird bigger than a dwarf. Not gonna end well. Same size as the giant kestrel, but only lay 1-3 eggs, so not as good.
-Giant thrips. Big insects. Due to that, they only live to at most a year. Instant butcher.
-Giant bark scorpion. Once in the game, there were giant desert scorpions. They carried a venom that would cause necrosis in the nervous system. And in the brain. So that was death to a stung dwarf in less than a day. So dangerous they were they got removed.
The giant bark scorpion is the lesser cousin of it. The venom of their tail causes pain enough to incapacitate a dwarf. Not an instant death sentence but dangerous enough. Like many insects, they don't get scared and don't feel fear, so they will keep fighting.
Unlike other insects, the scorpions live a bit longer. At worst, their lifespan is 2 years and at best 10, so it's viable to breed them. So I gotta hope I get one of the opposite gender... also hope that both specimens I got aren't gay or asexual.
Also, they can grab weapons with their pincers and use it. Not as good as it sounds. Not like they're experts, and becoming one will take a lot of work so it's best to let them use what nature has provided them.
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Post by aka Cthulhu on Jul 18, 2021 4:27:23 GMT -5
Some particular hauls from the elven caravan this year. Sadly nothing that can be breeded pair yet as they're missing the opposite gender.
-Giant grizzly bear. I want a female. Big, trainable for war in a year. I want it.
-Giant mandrill. Half as big as a normal sized grizzly bear. 3 years to adulthood, can be trained for war. Want this, slightly lesser than the bear.
-Giant tortoise. For shells. Okay amount of eggs.
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Post by aka Cthulhu on Jul 18, 2021 13:59:58 GMT -5
So thing I found out. There's no tortoises to catch. The ones you can catch that are normal sized are giant tortoises. With a savage biome, the giant versions of them are gigantic tortoises... and I found out because I caught breeding pairs on my cage traps.
At full size, they're four times bigger than the normal giant tortoises, and that's four times larger than my giant birds. They do take 5 years to reach full size, but even a 1-year old should provide a good amount. Common rarity parts though, but still big enough and provides shells. 5-10 eggs per female too, which is a respectable amount. Can be tamed as well.
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Post by aka Cthulhu on Jul 19, 2021 15:09:24 GMT -5
Someone tried to steal again. Since it takes a while to exit the fort, I decided to try becoming more lawful instead of immediately killing the mastermind of the theft.
So, I observed the dwarf who stole until they handed it over to the outsider who put them up to it. Moment that happened, I sent out my captain of the guard to interrogate the mastermind.
Mastermind confessed, and they got 28 days chained in a jail... and then 100 strikes from a hammer after the jail sentence is served. Hammer in this case was steel. Ain't doing half measures no matter what!
If during the interrogation the mastermind manages to not confess, then I'll wait for a bit then send out my squad for a bit of vigilante justice. I said I was trying to become more lawful, just try to become.
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Post by aka Cthulhu on Jul 20, 2021 4:55:35 GMT -5
Suddenly, necromancers everywhere. As part of my fort.
So, when dwarves raid necromancer towers, usually they steal books. Most of the books are just library stuff - odds and ends which dwarves can read to pass the time. Sometimes, the books are manuals that'll teach dwarves necromancy. Non-immortals read it, and boom they become necromancers.
It's not dwarven crime to become one. That said, if they're skittish and in danger, they might raise any body to become undead. Neutral unless attacked for necromancers. Hostile to living beings, or not necromancers. Might bite me in the ass. Main problem will be that they'll no longer need to drink... which can cause severe distractions, slowing work production.
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Post by aka Cthulhu on Jul 23, 2021 3:02:09 GMT -5
The necromancers are a bit of a problem.
First, they don't need to drink or eat, which slows them down. Unlike usual undead, that isn't as big of a problem, as they can fulfill their needs through other outlets. Making crafts, socializing and the like. So far, they haven't hit that distracted status. Good, but there's no certainty that they're gonna stay that way.
Main problem is that if they get scared by wild animals, and they revive corpses and body parts. For most part it's just body parts, which is no trouble to fight off, but it can spook non-active military units... and merchants. Merchants get spooked, and they'll make a run for it. No trade if they haven't set up on the trade depot, or if they are drop their goods and leave without it. Latter is a problem. Massive clutter of goods I don't want clogging the fort, which leads to massive dumping jobs, and if it keeps up the merchants will soon stop trading and eventually their civilization will be pissed and go to war.
Don't wanna dispose of my necromancers. Lots of them have raised their skill to the point where they're important to production of their respective industries. When the time comes I just might, once I get more migrants and train them... but for now I'll try to keep them around and just make preventative measures to ensure they won't get spooked.
Also shut off the library. Forbid the books that teach necromancy, which wasn't enough, so I removed the entire library on top of it. Some dwarves will just have to find a different pastime.
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Post by aka Cthulhu on Jul 24, 2021 5:32:03 GMT -5
In the future, I'd like to find a biome with a volcano. Somewhere where the lava isn't too deep.
Will make forge work and similar far more easier. Usually, for stuff like forge, glassmakers, smelting, and kilns, you need fuel. You get fuel from chopping wood and turning them into charcoal, or make coke from smelting lignite or bituminous coal. 1 wood equals one charcoal, or 1 lignite and 1 bituminous coal will provide 5 and 8 respectively at the cost of one charcoal or coke.
With magma under the workshop, fuel is not required. Metalworks, smelting costs nothing but the metal or ore you use. Same for glassmaking. All you need is sand, and you can make an infinite amount of it - though all you get is green glass. Clear glass and rock crystal requires pearlash, which still involves wood being turned into ash.
Still, having accessible magma cuts down on fuel costs by a massive amount. Usually you need to dig really deep to have that sort of thing, or create a very complicated setup to bring magma up to fort level.
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Post by aka Cthulhu on Aug 4, 2021 9:11:06 GMT -5
Took a small break since I binged on other stuff on my free time.
Anyways, finally, the damn artifact crown has been successfully stolen. It's become a problem due to how constant the theft attempts of it. Like, it gets stolen, I find the mastermind. Mastermind gets chained up and gets a visit from the hammerer. As it's all official, no trouble comes off from it... aside from the fact that once the artifact gets reclaimed off the dead hands of the mastermind another mastermind pops up to try and steal it.
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Post by aka Cthulhu on Aug 4, 2021 10:35:25 GMT -5
And some of the elven caravans delivered. Couple of in-game years back one of them had a giant grizzly bear for trade. Now another elven caravan, unsure if from the same elven civilization as last time, has brought another giant grizzly bear of the opposite gender.
Almost ten times bigger than normal grizzly bears. If both are heterosexual, I get my army of giant grizzly bears. Takes a year to grow into adulthood, so hopefully the female brings forth more females. Can be trained for hunting or war.
P.S. Animals trained to hunt will accompany hunters to help attack targets. They can sneak alongside the hunter, but it's not really recommended. You're better off sending a militia to attack any animals you want to kill and butcher. War training allows them to accompany squads, and stat-wise is better than hunting training.
Another elven caravan (made contact with 9 elven civilizations so far to ensure as many caravans arrive each spring) has one giant cougar male, and another has a giant cougar female. More or less the same deal as the giant grizzly bear. Just a bit smaller and takes three years for newborns to become adults.
That said, both those two have a tag in their behavior where they move a bit slowly unless provoked. Not ideal for a moving squad but just fine if you wait for invaders to come.
Also why I got giant mandrills. Bit bigger than normal grizzly bears, though like the cougar takes three years to reach adulthood. Still, they move faster so they will be ideal for defense.
Got a breeding pair of tigers. Like, cool and all, but at the moment the giant cougar fills the role better.
And finally... one of the caravans had a giant elephant for trade. Giant. Elephant. Just to give you an idea of how big it is: a newborn giant elephant is as big as a fully grown normal elephant, and fully grown they're 8 times bigger. So far, the biggest animal on land in the game.
They'll require a ton of grazing space, but hell, lemme try. More and more, I'm tempted to disable the space needs of grazers. Carnivores require next to nothing, so why do grazers need grass?
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Post by aka Cthulhu on Aug 4, 2021 20:19:40 GMT -5
Also got a decent amount of normal-sized grizzly bears. Like... well, was waiting for the giant grizzly bears. Now that I've got those, it's not like I really need the normal ones now. So ending the breeding program for that, training all the current grizzly bears for war and assigning them to a squad.
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Post by aka Cthulhu on Aug 4, 2021 21:15:52 GMT -5
20 adult grizzly bears are now trained for war, with 17 cubs waiting towards adulthood to do the same.
I think they can still breed while trained for war... well, unless I geld the males. For now, assigned them to a squad.
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Post by aka Cthulhu on Aug 5, 2021 3:35:22 GMT -5
Hmm. Well, so far regarding the necromancers. For starters, I make sure that every dead body is disposed of, to ensure merchants don't get spooked out. Basically no butchering anything when merchants are going to and from the trade depot, and while they're in the trade depot. All useless dead body parts is a bit far away from the fort itself. Only one way in and out, and in between the dump site there's several war bears stationed just in case.
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Post by aka Cthulhu on Aug 5, 2021 3:56:27 GMT -5
Also, necromancers need a bit of management to keep them not distracted. All necromancers don't need to eat or drink, much like undead. Unlike undead, they can still have happy thoughts so they will not get distracted eventually. Being distracted slows down citizens, so it's a matter of keeping them happy.
Necromancers who already enjoy their job don't need much work, but for those who don't they'll need to find a job that'll keep them happy.
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Post by aka Cthulhu on Aug 7, 2021 2:49:10 GMT -5
Elven caravan this year was pretty good. Quite nice, really.
For starters, they have freaking unicorns for trade. No breeding pair unfortunately, but this means that there's a possibility that there might be a few more in the future. They're not big animals, just a bit larger than a horse, but one of the things going for them is that they have 4x value on their butchered parts. Only large animals such as elephants, rhinos, and giraffes possess a higher value of 5x, plus some mythical creatures. Hydras are at 10x value and the dragon and roc are 15x value.
They'll make some valuable products. Lavish meals with a bit of unicorn meat or brains or whatever else edible parts. Leather cloaks. Maybe even bolts made from bone or some other trinkets.
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Post by aka Cthulhu on Aug 8, 2021 2:40:55 GMT -5
I've begun my giant chameleon breeding program, and I regret it.
Setup is just three females and one male. A single giant chameleon female can lay up to 40-50 eggs, and as long as it's species population cap in the fort isn't hit, or the female and male are heterosexual, there's a very good chance that all eggs are fertile. So now I got 150, and somehow that's not enough for the pet cap so now I have 50 more on the way. Would have been another 150 on the way, but the layers are losing their training so I went and butchered them.
So many are running around the fort right now. Dwarves are having trouble putting them on cages.
On the bright side, that's a lot of meat. Chameleons are born at full-size, so I can easily butcher them now without worrying that they'd give less meat now than in a few years.
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Post by aka Cthulhu on Aug 8, 2021 11:16:54 GMT -5
A new year, with a goblin attack just a day after. 40 goblins, in a spot where they can safely traverse without worrying about a cage trap. Militia was ready, a force of 26... well, 25 where most of the dwarves have mastered their combat skills. Originally the militia had 26, but the first death of a militia has happened - not counting war animals. And of all things, soldier just plopped down and died of old age just as they were moving to intercept the goblins.
As for elven caravans, no unicorns this year... Also came into contact with a few more elven civilization, bringing up the total caravan groups per spring at 14.
No unicorns, but my male giant elephant won't be lonely anymore with two females to keep him company. Again, these are pretty much the biggest land creature in game.
Plan to shut down giant wild boar breeding and grizzly bear breeding. For the former, they're pretty much outmatched by my other breeding programs. Like, they have ivory... but some of the giant animals I got already have large enough teeth that those are considered an ivory product.
As for the grizzly bears, my giant grizzly bear program has produced enough to keep up with the pace of my breeding normal grizzly bears. The normal versions of animals are more or less the same as the giant ones... except they're way smaller. Not much point in keeping them.
Try as I might, I can't keep my giant bark scorpion breeding program. It hasn't even begun. They live longer than most insects who live for a year, but they're rare enough that the one I have dies before the opposite gender shows up.
Got my giant chameleons, which are great egg layers, but elven caravan has provided me with giant iguanas. They're tame, unlike the chameleons that can never be fully tamed, so no maintenance for the former. They both provide the same amount of products... but here's the thing. The giant chameleons are born at full size, so there's no wait if I need meat. Iguanas require a year to grow up, so there's waiting, but on the other hand the value of iguana products are double of what chameleon parts are valued.
Giant mandrills are also breeding well. To the point where the small pasture I gave them is too small. Lots of fighting between the monkeys, and a couple of children are permanently crippled because of an adult. Sad... very sad. They got a year or so waiting before I butcher them once they reach full size.
I got giant cougars breeding up a storm, but no lie once I find a female giant tiger I'll want that more. Cougars are nice, but come on, a pack of war tigers will be so much cooler.
Also got one giant wolf waiting for a mate. Again, mostly for coolness. They can't be trained for war, but they'll probably fight back when distressed enough. Got a pair of giant dingos too. Same as the wolves. Odd, that a lot of wild canines can't be trained for war, but a lot of wild felines can.
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Post by aka Cthulhu on Aug 9, 2021 2:36:57 GMT -5
Current year just halfway through and yet another goblin siege. Went from 40-something to a 100 something... from an entry point that avoids most traps. Militia was ready, all 27 of them. Now all of them are clad in steel armor, and the result was pretty much complete victory.
It's honestly pretty impressive, that even with the minimal graphics of the game you can watch a battle unfold. Goblins getting smashed on the head and seeing the icons of teeth fly out. Or someone getting a head or a limb chopped off and see the part fly a bit then skid on the ground for a few more, dragging blood to the ground. Just blood and body parts all over nature.
In any case, one of the newer dwarves is a bit wounded. He's the one who replaced the soldier who died of old age. On the other hand, the newest recruit who just joined a month ago won't make it. Formerly a mason, guy just got wrecked. Arm and a leg chopped up, bleeding out. Completely useless for anything if he ever recovers. Being among skilled dwarves speeds up their own combat skills, but if it's too early for them that's what happens.
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Post by aka Cthulhu on Aug 17, 2021 10:50:40 GMT -5
Been several in-game years. Lots of stuff happened.
Got the opposite gender unicorn for a while now. About 20 unicorns now. Butchered about five, pretty much the ones I got traded since they might be getting up there in age.
Emptied out the chameleons, normal tigers, giant cougars, giant jumping spiders. The chameleons since the offspring can't be fully tamed, since they're born adults. The others for one reason or another. Cougars apparently can't be trained for war. On the other hand, got giant leopards and they're been breeding. Also got giant tiger cubs on the way. The giant jumping spiders while tame, just last at most two years, so it becomes a problem to ensure a breeding pair continues.
Breeding giant bark scorpions as well. Caught in the wild, so like the chameleons the offspring can't be fully tamed because they're born as adults. Since they don't lay eggs, the females give birth to three at most, so it's easier to manage. And unlike the giant jumping spider and other insects, they can live up to 10 years. And they have poison potent enough to knock out a troll.
Also, instead of chameleons, got giant iguanas instead. Unlike the chameleons, their offspring take a year to reach adulthood, so they can be tamed. Bit of a moot point, since I got the iguanas off an elven caravan, so they're tame already. They pretty much have the same amount of meat, except iguana meat is double the value of chameleon meat.
Still got a squad of war mandrills and war grizzly bears, both giants. Honestly the mandrills are better, as certain animals such as the grizzly and tigers/leopards have a tag coded in where they move at half speed when not in combat.
Bit of a pickle with my saltwater crocs. Got like... around 450 of them, but just recently got a breeding pair of giant ones. Giant saltwater crocs are slightly bigger than non-giant elephants. Turns out they can't be trained for war, but are pretty much massive enough to rip things to shreds. Seriously, I had opened up a cage of 50 regular sized crocs and opened up another cage of 50-something prisoners. Tore through them all...
...course, the prisoners were unarmed and stripped naked, but it's a fight as nature intended. With giant saltwater crocs they might not even need to be stripped.
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Push R Truth
Patti Mayonnaise
Unique and Special Snowflake, and a pants-less heathen.
Perpetually Constipated
Posts: 39,288
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Post by Push R Truth on Aug 17, 2021 10:58:01 GMT -5
I love this. All of it.
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Post by aka Cthulhu on Aug 17, 2021 11:31:32 GMT -5
It's a fun game to talk about, to be honest. Anyway, regarding the population. Of course, most of it are dwarves, but there's a few here and there that's different. Namely, elves. The fandom does deride them as the elven civs you come into contact you are snooty, tree-hugging jerks. But elves who join your fort follow the same rules as the citizens of said fort. They don't mind wood cutting and wood burning. To top it off, they're immortal unless killed in a fight, so that's a good long term resident. Goblins are somewhat similar in that they're immortal, except for the fact that they don't need to eat or drink. It can be troublesome if they can't find an outlet to pass the time and fulfill their needs, but usually I find enough for them to do. There's some animal people, but so far the region doesn't seem to attract them. Fought a few, bobcat men, squirrel women. Caught some wild ones like eagle and impala men and women, but alas you can't educate the wild ones. Just once I'd like to have something like a rhino or mammoth animal person to join my fort. Now, what these region seems to attract is the undead. The non-intelligent ones are so far not around since I wiped out all the nearby necromancer towers, but the intelligent ones like to hang out in my fort's tavern. First, we got necromancers. All the necromancers I got is from my fort, after I stole several tomes about becoming a necromancer. Necromancers are immortal, and the only ones who can become necromancers are those that are mortal to begin with - so no elven and goblin necromancers. No already undead necromancers too, so no liches. Don't need food or drink, but can be fulfilled in other ways. They can be kinda troublesome and a bit wonky. The first sign of trouble a necromancer sees, they get scared and revive things. Non-intelligent undead are hostile to non-undead... so that can be bad. Military necromancers are less skittish, but come with the problem of reviving things as an attack(?) and revived enemies remember that they were fighting you... so they'll keep fighting you. You then end up in a loop of killing them and them getting revived and continuing the fight until you get killed. So don't put the necromancers close to a fight, ever. Sometimes the necromancer revives a corpse and the one revived retain their intelligence and loyalty. Intelligent undead. Very strong, as normal undead can easily break every bone of the living thing they're fighting. However, they don't need food or drink, but the fact is that they no longer feel anything. No food, no drink, no outlet makes them distracted, which means a slower movement speed. Next, we got experiments. These are poor saps captured by goblins or necromancers, during only on worldgen I think, and get fused with other creatures. Some are intelligent, and again during world gen can escape and join other civilizations. Only have one - dwarf fused with a bird to have wings. Can't fly though. Still, immortal, can find some fun despite no need for food and drink. Oh, and lastly humans. Nothing special. Requires larger clothing than dwarves, elves and goblins. Also, some animal people require smaller clothing, some require larger clothing. P.S. Dwarves are the only beings that can enter a martial trance during battle (improved fighting) and can have strange moods (be able to create artifacts).
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