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Author Topic: Merchantlusts - Turn 6: Madness and Chaos and Death, Oh My  (Read 16993 times)

Monitor Lisard

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Re: Merchantlusts - Turn 3: Magic Daggers from Nowhere
« Reply #90 on: June 25, 2013, 01:29:53 pm »

From the Diary of Monitor Lizard Lisard, stonecrafter:

"Some random engravings around the fort:


It seems like Saint got bored and started drawing stuff on the walls. This guy has a talent, I admit.


This is the statue of Uristoteles labouring... Unbelievable. Did it ever happen?


What is this lever for? I'm not sure if it won't do anything destructive when pulled by some tantruming dwarf.


So, here's the place where I'm going to build armor and weaponry workshops. We've got much iron ore stocked in the hall, and a lot of marble on the lower floors - that would be more than enough to equip our military with first-class steel armor suits.
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Argembarger

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Re: Merchantlusts - Turn 3: Magic Daggers from Nowhere
« Reply #91 on: June 25, 2013, 01:40:55 pm »



is that an engraving of an image of a symbol
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callisto8413

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Re: Merchantlusts - Turn 3: We Put the Bar in Barter
« Reply #92 on: June 25, 2013, 04:54:36 pm »

I think when I take over I'm going to be fearful of touching a lever. 
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Dwarvinator

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Re: Merchantlusts - Turn 3: We Put the Bar in Barter
« Reply #93 on: June 26, 2013, 12:45:42 am »

I think when I take over I'm going to be fearful of touching a lever. 
Please allow me to alleviate your concerns.
What is this lever for? I'm not sure if it won't do anything destructive when pulled by some tantruming dwarf.
The lever in the corner of the Meeting Hall is for the bridge in the entryway. It is the 'OMG, where the hell did that lot spring from?!' lever.
The other three accessible levers are described here:
Plumbing Manual:

Spoiler (click to show/hide)
There is a fifth, mudstone, lever near the farm that is walled in, pull that to break the water system.
Apart from that, any lever (installed during my stewardship) can be pulled without calamity - particularly now that the windmill above the first pump has disassembled. The site, next to Murky Pool, is marked by a hole in the ground and there is/was a 2x2 woodpile nearby.
« Last Edit: June 26, 2013, 01:23:01 am by Dwarvinator »
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Monitor Lisard

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Re: Merchantlusts - Turn 3: We Put the Bar in Barter
« Reply #94 on: June 26, 2013, 06:54:28 am »

Breaking news, everyone! I was finishing today's update when Merchantlusts was attacked by undead. There's about 50 of them. Our troops consist of Argembarger and one recruit, steel factory's started produsing armor and walls were built around the entrance. 4 stonefall traps were constructed, but that would not be enough. We have angered elven traders on the map (I accidently offered them something wooden). There are also 3 dwarven traders on the edge of the map (who are marked "Friendly"), they're standing right near undead dwarves/goblins/elves. What should we do? Go under lockdown maybe?
« Last Edit: June 28, 2013, 06:43:49 am by Monitor Lisard »
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peregarrett

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Re: Merchantlusts - Turn 3: We Put the Bar in Barter
« Reply #95 on: June 26, 2013, 07:06:42 am »

Lockdown till project "Atom Smasher Tunnel" is built. Then let them test it. Meanwhile, total conscription for archers!

And dwarven traders are your glitched migrants. Next time fix them with dfhack, we need more skilled traders

And let elves out through caverns.
« Last Edit: June 26, 2013, 07:13:34 am by peregarrett »
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Dwarvinator

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Re: Merchantlusts - Turn 3: Zombies and Traders and Elves, Oh My
« Reply #96 on: June 26, 2013, 08:46:30 am »

Total Lockdown, followed by mass production of bone crossbows. Stick a couple of outdoor training rooms for archers on the upper meadow (assuming it's properly sealed off) - then they can take potshots at the shamblers without actually being 'on duty'.
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Argembarger

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Re: Merchantlusts - Turn 3: Zombies and Traders and Elves, Oh My
« Reply #97 on: June 26, 2013, 08:48:40 am »

If the cavern escape for the elves isn't feasible, and you are concerned that you may be keeping them trapped close to the point of insanity, allow the militia to escort them away. Between their guards and me and my recruit (and maybe those glitched traders, too) we ought to at least make a good show out of it. Death before dishonor!

EDIT: I shaved all the slopes leading up to the upper meadow at the end of my turn. The only way up there is through a staircase from inside the fortress. Insofar as our fortress is sealed off, the upper meadow is sealed to all non-flyers. Has someone put a hatch cover on that yet, by the by?
« Last Edit: June 26, 2013, 08:50:31 am by Argembarger »
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Monitor Lisard

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Re: Merchantlusts - Turn 3: Zombies and Traders and Elves, Oh My
« Reply #98 on: June 26, 2013, 09:20:17 am »

Those sissy elves don't have guards at all.

"Brace yourselves, soldiers."

If we win this battle, Captain Argembarger will be promoted.
« Last Edit: June 26, 2013, 09:28:15 am by Monitor Lisard »
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Monitor Lisard

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Re: Merchantlusts - Turn 3: Zombies and Traders and Elves, Oh My
« Reply #99 on: June 26, 2013, 09:37:02 am »

Battle log to keep you in knowledge of the situation:

Necromant appeared on the battlefield. He's a dwarf gem setter.

The traps are doing pretty good. Two shots - two hits so far.

Commander's just bit off some undead dwarf's ear.

Oh man... Wererabbit has come. This place is so fucked right now. I hope it will fight the zombies - necromancer's been wounded by the trap.

Oh great, now it transformed into olm woman.

Most of the dwarfs are partying at "Lizard's", while our militia keeps training in the barracs. Metalsmith, furnace operators, mechanics, wood burners are working in the steel factory to ensure out victory.

Our leatherworker withdrawed from society and created an artifact eagle leather shield. We'll need that.
« Last Edit: June 26, 2013, 11:34:59 am by Monitor Lisard »
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Monitor Lisard

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Re: Merchantlusts - Turn 3: Zombies and Traders and Elves, Oh My
« Reply #100 on: June 26, 2013, 10:53:30 am »

By the way, I dorfed Bobnova. This dwarfette is our first mechanic in the fort, and, actually, she only became one here.

« Last Edit: June 26, 2013, 11:03:53 am by Monitor Lisard »
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Argembarger

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Re: Merchantlusts - Turn 3: Zombies and Traders and Elves, Oh My
« Reply #101 on: June 26, 2013, 11:34:58 am »

What's going on in the intense necromancer battle?

I'm at the edge of my tiny seat over here
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Monitor Lisard

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Re: Merchantlusts - Turn 3: Zombies and Traders and Elves, Oh My
« Reply #102 on: June 26, 2013, 11:44:30 am »

We're still under lockdown. There are 50 undead on the map, but necromant's missing - he's probably run away after getting hit by the stone trap. Factory's producing armor and trap parts, while Colonel Argembarger(Yeah, he's now a colonel - he had stopped an undead dwarf who rushed into the fort) is training small militia, which now has 6 dwarfs in it, including militia commander.

I'm going to build a "death hall" in the tunnel which leads to the trade depot (I mean' a lot of stone-fall and weapon traps) and then station our troops behind it. Walls and a door have been already build to prevent undead getting further into the fortress.   
« Last Edit: June 26, 2013, 11:52:59 am by Monitor Lisard »
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Monitor Lisard

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Re: Merchantlusts - Turn 3: Zombies and Traders and Elves, Oh My
« Reply #103 on: June 26, 2013, 03:46:40 pm »

From the Diary of Monitor Lizard Lisard, carpetner stonecrafter:

"It all happened in a second. Doors were closed, and colonel Argembarger with his recruits positioned themselves at he end of the passageway. The undead raging nearby smelled them immediately and rushed into the entrance.

Traps were doing their part, smashing zombies into pieces. Our warriors fought bravely. 15 or more undead were slain in the battle. Two recruits died defending the main gates.  Due to tactical confusion, some civilians were also killed.

During the fight, militia commander was wounded and than recovered by a civilian that ran by trying to gather resourse outside. That saved both.

When all civilians ran to the main burrow, the rest of the military retreated to a stairway near the entrance, and then - to the hospital, where commander's wounds were being sutured.

The most of remaining undead gathered in the pool which is the part of our water system. If we want to ger rid of them, we'll need to train some marksdwarves."

The fight itself went quite good, colonel and 3 recruits survived, but after that I had to savescum twice because two troopers gor themselves ripped in parts by one zombie and some soldier went berserk and killed commander while he was resting in hospital. Finally, I managed to save Argembarger and 3 recruits. Colonel's got some huge scars on his left arm and left hand, and he's using a crutch to walk.
« Last Edit: June 26, 2013, 03:49:56 pm by Monitor Lisard »
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Argembarger

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Re: Merchantlusts - Turn 3: Zombies and Traders and Elves, Oh My
« Reply #104 on: June 26, 2013, 05:02:47 pm »

Those scars have gotta be from the fight with the giant tiercel peregrine.

Cool update, maybe the dwarven caravan will bail us out?
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