Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Fortress too secure  (Read 1067 times)

Detahramet

  • Bay Watcher
  • LIBERAL DWARF SQUAD! Hell yes, LDS!
    • View Profile
Fortress too secure
« on: October 13, 2013, 05:15:52 pm »

Ok, so this time 'round I decided to create a fortress with absolutely no military, easy to access by flying enemies or have my dorfs shot at by archers, with its only security feature being an easily filled/drained pond that locks down the fort.

The only thing to drink is mushroom wine and the only thing to eat are plump helmets.

Hell! I've been dumping the corpses from the failed strange moods!

OVER A FUCKING THIRD OF THE 90 DWARVES THAT LIVE HERE ARE CHILDREN FOR ARMOK'S SAKE!

I don't think its possible for this fort to die without me going out of my way to flood it!
AND EVEN THEN IT WOULD SURVIVE!


What should I do to make this more interesting?
I intend to drown all of the children in the water lock at this point, just to make something happen.


Edit:
I've just wiped out 20 children. And yet the dwarves go on being happy and joyful.

I feel like the Grinch of Dwarf Fortress.
« Last Edit: October 13, 2013, 05:21:59 pm by Detahramet »
Logged
Hail Kodkod, Goddess of Jam!

LMeire

  • Bay Watcher
  • Likes Troglodytes for their horradorability.
    • View Profile
Re: Fortress too secure
« Reply #1 on: October 13, 2013, 05:29:29 pm »

Order a squad to kill a merchant from your own civ in full view of as many people as you can manage, that'll start a loyalty cascade and maybe wipe out 2/3 of the population from the fighting and madness.
Logged
"☼Perfection☼ in the job puts pleasure in the work." - Uristotle

Detahramet

  • Bay Watcher
  • LIBERAL DWARF SQUAD! Hell yes, LDS!
    • View Profile
Re: Fortress too secure
« Reply #2 on: October 13, 2013, 05:31:15 pm »

Alas, the merchants just left. What should i do in the meanwhile?
Logged
Hail Kodkod, Goddess of Jam!

Grey Goo

  • Bay Watcher
    • View Profile
    • The Metallic
Re: Fortress too secure
« Reply #3 on: October 13, 2013, 05:49:37 pm »

Start doing material testing with menacing spikes and dwarves?..
Logged

Detahramet

  • Bay Watcher
  • LIBERAL DWARF SQUAD! Hell yes, LDS!
    • View Profile
Re: Fortress too secure
« Reply #4 on: October 13, 2013, 05:53:54 pm »

That is rather mundane. Im looking for something that will cause a tantrum spiral. The children didnt even do it!

I think these dwarves have lived in boatmurdered for a week.
Logged
Hail Kodkod, Goddess of Jam!

smjjames

  • Bay Watcher
    • View Profile
Re: Fortress too secure
« Reply #5 on: October 13, 2013, 05:57:06 pm »

Let a FB in (hopefully one with a nasty syndrome) and expose as many dwarves as possible to the extract or whatever it has. Then watch the chaos ensue.
Logged

itg

  • Bay Watcher
    • View Profile
Re: Fortress too secure
« Reply #6 on: October 13, 2013, 06:53:43 pm »

Draft everyone into militia squads. Remove all armor from their uniforms. Set uniform to "replace clothing."

thegoatgod_pan

  • Bay Watcher
    • View Profile
Re: Fortress too secure
« Reply #7 on: October 13, 2013, 07:36:14 pm »

Move all the working class and/or noble dwellings into the cavern.
Turn the whole cavern into a statue garden.
Don't bother with walls and bridges.
Logged
More ridiculous than reindeer?  Where you think you supercool and is you things the girls where I honestly like I is then why are humans on their as my people or what would you?

Drazinononda

  • Bay Watcher
  • I'm really too normal to play this game so much.`
    • View Profile
Re: Fortress too secure
« Reply #8 on: October 14, 2013, 12:21:54 am »

Drain the pond and start producing as much as possible.
Logged
Children you rescue shouldn't behave like rabid beasts.  I guess your regular companions shouldn't act like rabid beasts either.
I think that's a little more impossible than I'm likely to have time for.

misko27

  • Bay Watcher
  • Lawful Neutral; Prophet of Pestilence
    • View Profile
Re: Fortress too secure
« Reply #9 on: October 14, 2013, 01:59:12 am »

Order a squad to kill a merchant from your own civ in full view of as many people as you can manage, that'll start a loyalty cascade and maybe wipe out 2/3 of the population from the fighting and madness.
Ehh, I wouldn't do this. For one, Loyalty cascades occur when a dwarf is both a enemy and a ally of the fort, accomplished by being loyal either to the fort or civ and not to the other. The Dwarven Caravan is only loyal to one (The civ), so anyone who attacks them are instantly traitors, and yet due to their status as still allied to the fort, anyone who attacks in turn become traitors to the fort (and not the civ) and also marked as a enemy. This wouldn't affect children as much since they are all civilians and run screaming when a enemy (like the traitors) are visible. You can combat this by having the most skilled members of your military start it, and then, since they are still under your control for the moment, give them standing orders in the meeting hall or something. Also, The effects are hugely variable: You could end up with naught but a few dead military dwarves, to a culling of half the population, to nothing but a handful of dwarves who are no longer loyal to the fort and therefore don't listen to any orders, etc. It'd be entirely possible that if it happened at the right (wrong?) time, no children would be hurt.


You want to know what kids do? They deconstruct. Build a tower or something (6 levels would be a good minimum, but it depends on how wide the tower is; the wider it is, the more likely kids will be under a floor or roof tile and be crushed, but it takes time), and them set them to unbuild it, all at once. It will come tumbling down and kill or injure a great number of the people there, either from fall or falling rocks (the taller the better.)
« Last Edit: October 14, 2013, 11:41:38 am by misko27 »
Logged
The Age of Man is over. It is the Fire's turn now

Ravendarksky

  • Bay Watcher
    • View Profile
    • DFMon.exe - Get rid of DF SPAM
Re: Fortress too secure
« Reply #10 on: October 14, 2013, 02:23:25 am »

Have you read the book 'The Wasp Factory' By Ian Banks? http://en.wikipedia.org/wiki/The_Wasp_Factory

As an aspiring dwarf sadist I suggest you read it and then create a wasp factory style doomsday device which controls who lives and who dies and what direction your fort takes on a month by month basis.

Each month a dwarf enters the 'Clock' and chooses a path... depending on how they live/die it determines what you must do. Feel free to interpret the results as an insane person would. Bonus points if my adventurer can visit and enter your clock and probably encounter more !!fun!! than he can handle

Double bonus points if one of the doors somehow causes HFS to be unleashed into the clock.

Amok demands at least 12 varied and interesting doors - one for each hour.
Logged