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Poll

Should I do another Fortress?

No, this topic is lame, and you are lame.
Heck yes, another merchant fortress, but no diseases this time.
Sounds fun, but do a different themed dwarf fortress.
Sure, but do a Kobold Camp.
Sure, but do an Orc Fortres.

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Author Topic: Cursecoppers: A MWDF .4d Merchant Fortress  (Read 9275 times)

Urist McTeellox

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Re: Cursecoppers: A MWDF .4d Merchant Fortress
« Reply #60 on: November 29, 2013, 11:48:43 pm »

Is that... a legendary dining room with books? Why would you ever want to leave?
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zlurker

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Re: Cursecoppers: A MWDF .4d Merchant Fortress
« Reply #61 on: November 30, 2013, 12:03:57 am »

Have I gotten any of the crazy that seems to be running around? D:
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Meph

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Re: Cursecoppers: A MWDF .4d Merchant Fortress
« Reply #62 on: November 30, 2013, 05:12:34 am »

Hey, that guy has the bubonic plague.
Mh.. lets go to him and trade.
Yeah, thats totally a good idea.
Yeah, I know. - *dies.

 :P
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moseythepirate

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Re: Cursecoppers: A MWDF .4d Merchant Fortress
« Reply #63 on: November 30, 2013, 05:13:02 pm »

According to the OP I don't seem to have suffered any wounds. Perhaps the combat log was trolling y- *is shot*

In other news, how come that nameless lumberjack has a better axe than me? I will lodge a complaint.

Oops, I totally messed up with the OP. It should be updated now.

Zlurker, you've been more of the voice of reason in the increasingly insane fort. Admittedly, it isn't so much "insane" as "insulated warmly in it's own vomit."
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zlurker

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Re: Cursecoppers: A MWDF .4d Merchant Fortress
« Reply #64 on: December 01, 2013, 01:14:16 am »

Yay I'm helping! :D
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moseythepirate

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Re: Cursecoppers: A MWDF .4d Merchant Fortress
« Reply #65 on: December 01, 2013, 02:19:29 pm »

This damned epidemic never seems to end. I've been surrounded by compaining and vomitting dwarves for what seems like months. Every new wave of migrants just brings more of the sickness. Worst of all, I haven't been making any money off of it...instead of buying my booze, the expedition leader has ordered production of massive amounts of medicine. This state of affairs cannot continue. I must find some way to start making money again.


Winter is coming.

With the entrance plugged by plaguebearers, and the caves providing all the wood I need anyway, I decide to close up shop, and order all my dwarves inside and doors locked. We'll start by making a safe area underground.

I also form my few plaguebearers into a squad and abandon them outside.

Now then, I'm going to make a confession. I'm getting really, really bored spending most of my time managing diseases. So...




I turn the plaguebearers become tasteful ice and magma statues.

Since much of our normal business has ground to a halt until the plague-merchants clear out, the dwarves need to find some means of amusing themselves.

Spoiler (click to show/hide)

Anyway, we break down the wall holding back the caverns. And something beautiful happens at the same time.

Spoiler (click to show/hide)

This will hugely accelerate money acquisition.

Anyway, the merchants are gone, so I open up the gates. I also drop some of my now copious gold stockpile on a trade license for Ineri's Pet shop, and buy a moleweasel. It turns out I need remains to research the warpstone pool, you see.

Spoiler (click to show/hide)

While my Moleweasel runs around, notably NOT killing any vermin, a dwarf gets an idea...

Spoiler (click to show/hide)

While he gathers stuff up, a Kobold appears and runs away in a flash. What's this? He's a plaguebearer? I sure hope that no one got infected while he was running off...

Spoiler (click to show/hide)

DAMMIT!!! RFRAGLEBOZGLE!
(2 minutes later)

Spoiler (click to show/hide)

THE GODS HAVE CURSED ME FOR MY HUBRISTIC ATTEMPT TO COMBAT THEIR WRATH!

Okay, Mosey...stay cool...and look on the bright side. Since the plague is incurable, no point in stockpiling medicine anymore!

Oh thank god!



ALL YOU CAN DO IS END THE PAIN!

The glassmaker who discovers them is the first to die.

Spoiler (click to show/hide)

While we send a man to the lever, the animated swords outside defend the gates.

Spoiler (click to show/hide)

But with the fortress sealed in, and the plague having already spread to my entire population (yes, ENTIRE population)in less than a month, it would appear that our fate is almost sealed.

Wait a minute...the animated swords did it?

Spoiler (click to show/hide)

They fought off the ambush? Three cheers!
Huzzah! Huzzah! HuzAMBUSH!
More of them!

BRING IT ON! CURSECOPPERS WILL BE YOUR DOOM!

Spoiler (click to show/hide)

YOU BETTER RUN!

The gobbos are chased off with little trouble.

On another note, the artifact is done.

Spoiler (click to show/hide)

I use it to block off the caverns.
And, as the artifact is installed into it's location, and the fortress begins stinking with necrotic flesh, the season comes to its end.

Spoiler (click to show/hide)

Okay. First it was epidemics, now it is plagues. In less than a month, the entire fortress was infected. A dozen were infected before I even knew it was happening. And at that point, it was already far too late. Necrosis is already taking hold, and there is no water to treat the injured. In all liklihood, the fortress will soon fall.

Or...it is also possible that, with out new means of money acquisition and being on the very cusp of magma generation, that Cursecoppers will soon be the greatest fortress...in the WORLD!

BWA HA HA HA HA!

Anyway, I have a big drive ahead of me, so I won't be able to modify the first post for several hours. Later!
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TalonisWolf

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Re: Cursecoppers: A MWDF .4d Merchant Fortress
« Reply #66 on: December 01, 2013, 02:53:54 pm »

Permission to be doffed, sir!

...

Talonis Wolf, reporting for duty! Awaiting orders.
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zlurker

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Re: Cursecoppers: A MWDF .4d Merchant Fortress
« Reply #67 on: December 01, 2013, 02:56:28 pm »

Nuuuuu I don't wanna die. ;_; At least we're not in an evil region where my dead corpse won't rise up and try to nom all the other dwarves, right?
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Vabalokis

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Re: Cursecoppers: A MWDF .4d Merchant Fortress
« Reply #68 on: December 01, 2013, 04:17:16 pm »

Meph and i are married ! And that fire opal door to the doom of caverns.
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moseythepirate

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Re: Cursecoppers: A MWDF .4d Merchant Fortress
« Reply #69 on: December 02, 2013, 12:04:41 am »

Permission to be doffed, sir!

...

Talonis Wolf, reporting for duty! Awaiting orders.

Permission granted, young man. It's a man's life in Cursecoppers!

First post has been updated with your (and everyone else's) stats. Oh, and all of you are Bubonic Plaguebearers.
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moseythepirate

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Re: Cursecoppers: A MWDF .4d Merchant Fortress
« Reply #70 on: December 04, 2013, 12:21:57 am »

To my sponsors at the Merchant's Guild, I am happy to inform you that the epidemic has ended, because the virus was eaten by the bubonic plague, thankfully brought by one of your traders. Now that we are freed from the need for medicine, we are requesting alcohol shipments. As a down payment, your with find enclosed within this package some clothing shipments from our now happy fortress. You were so kind to bring the bubonic plague to us, it is only fair we return the favor.

Your representative, Lor Pickfluke


Despite the sudden and dramatic plague, life goes on in Cursecoppers. With our second year behind us, we can happily look forward to a magma filled future.

Magma will cost 25,000 sovereigns to make, but at the moment we have only about half of that. All we need for magma is money, so I step up lumber sales. Aside from the magma, I start mining some space to eventually fill with a well, powered by Tears of Armok.

For now, I expand the hospital, assign a chief medical dwarf, and start soap production.

Great clouds of miasma fill the fortress.

Spoiler (click to show/hide)

There are some other projects as well. I have a decent apostle, but no temples, so I dig out space for him.

Spoiler (click to show/hide)

I also start producing braziers to take prettier screenshots.

Pascale is back on his feet, but he is fighting infection. And some migrants arriving, looking for who knows what. Among them in an arcane dwarf, but no one else notable.

But enough of that.

It is time.

Spoiler (click to show/hide)

The forges shall no longer be silent.

Spoiler (click to show/hide)

The age of ice has ended.

Spoiler (click to show/hide)

AND THE AGE OF FIRE HAS COME!

Spoiler (click to show/hide)

...Well that was anticlimactic. For some reason I though there would be more. And for some reason, there is no vermin on the map, so I can't research the warpstone workshop to create magmalings...one minute.

Spoiler (click to show/hide)
DELETE!

What!? I somehow have a fortress without any vermin, or at least the world's most useless moleweasel. Cut me some slack!

Huh. There sure isn't much work getting done, even though I don't have any idlers. I wonder why?
Oh.
Fully half of the fortress is now laid up with the plague.

Spoiler (click to show/hide)

And the first death reports come in.

Spoiler (click to show/hide)

Some elven traders show up. Bearing only 25 booze total.

Spoiler (click to show/hide)

Suspecting an ambush, I order the gates shut, and just in time, as it turns out.

Spoiler (click to show/hide)

I locked a few elf swordsmen outside who can deal with the interlopers.

Meanwhile, more and more people go to the hospital.

Of the 67 dwarves in the fortress, 57 of them are immobilized by the plague.

And the tantrum's start.

Spoiler (click to show/hide)

Death reports are starting to come in every few seconds now. Even if I had a well, there's no way 50 plagued dwarves could be kept alive by so few. And it IS the plague that's laying them up, I've had drinks the whole time.

Oh look, a possession! Shame I don't have anyone able to do anything for him...

Spoiler (click to show/hide)

And the warpstone lab is done, that's pretty cool.

Spoiler (click to show/hide)

And as the fortress begins gasping it's death rattle, the season comes to it's end.

Spoiler (click to show/hide)

Repent! For the end is nigh! No named nicknamed dwarves have died yet...but it's just a matter of time for SharpKris. We've all been there...but it's strange to have a dehydration cascade when I actually have drinks AND water for them. I just didn't have enough dorfs to keep the plague victims alive. I guess it's time to start planning out the next fortress.

The OP has been updated.
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Vabalokis

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Re: Cursecoppers: A MWDF .4d Merchant Fortress
« Reply #71 on: December 04, 2013, 05:00:36 am »

How come i am dying and meph is not... preposterous
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zlurker

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Re: Cursecoppers: A MWDF .4d Merchant Fortress
« Reply #72 on: December 04, 2013, 04:19:58 pm »

We should form a betting poll on which named dorf dies last. Ten dwarfbucks on mine. :D
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Putnam

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Re: Cursecoppers: A MWDF .4d Merchant Fortress
« Reply #73 on: December 07, 2013, 04:19:54 am »

ptw

heck maybe even dorf me

Meph

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Re: Cursecoppers: A MWDF .4d Merchant Fortress
« Reply #74 on: December 07, 2013, 04:59:50 am »

Putnam, everyone just died of the bubonic plague. ^^

Its sad that it takes such an end... would you consider starting a new merchant fort, without the diseases? Maybe with the "studded with patches release'' ?
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::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
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