Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

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.

Pages: 1 ... 4 5 [6] 7

Author Topic: Cursecoppers: A MWDF .4d Merchant Fortress  (Read 9283 times)

zlurker

  • Bay Watcher
    • View Profile
Re: Cursecoppers: A MWDF .4d Merchant Fortress
« Reply #75 on: December 07, 2013, 01:43:30 pm »

The plague is exactly why I never turn stuff like that on. D:
Logged

moseythepirate

  • Bay Watcher
  • Congratulations, you've managed to weaponize air.
    • View Profile
Re: Cursecoppers: A MWDF .4d Merchant Fortress
« Reply #76 on: December 07, 2013, 05:10:16 pm »

Sorry for the wait, folks, I was distracted by Starbound for a few days. Next update will come in a few hours. I'm putting up a little bit of a poll to see if you folks have any requests for the next fort.

And if anyone wants to be dwarfed in the next fort, feel free to request right now!
Logged
Congratulations, you've managed to weaponize air.

zlurker

  • Bay Watcher
    • View Profile
Re: Cursecoppers: A MWDF .4d Merchant Fortress
« Reply #77 on: December 07, 2013, 05:23:20 pm »

I wanna be the miner again. Or one of them if you take extra this time.
Logged

moseythepirate

  • Bay Watcher
  • Congratulations, you've managed to weaponize air.
    • View Profile
Re: Cursecoppers: A MWDF .4d Merchant Fortress
« Reply #78 on: December 08, 2013, 02:59:31 am »

From the journal of Bomrek Clenchcoins, general goods merchant

Granite 1, 111

I cannot believe how quickly it has all fallen apart. In a few short months, the fortress went from struggling but surviving to dying faster than funerals could he held. The hospital is a mass of dwarves, dying of thirst and rot. Less than a dozen of us are still standing. I am still uninfected, but it's only a matter of time if I choose to stay. I've already packed up my earnings and personal belongings. I've had enough of this place.


Welcome back to the now aptly-named Cursecoppers! Whatdya say we get straight to running this thing into the ground? I intend to keep things going as long as possible!

But before that, first things first. I figure, if we're going to go down to The Lurgy...

Spoiler (click to show/hide)

So will everyone else!
ALL SHALL LEARN THE NAME OF CURSECOPPERS AND DESPAIR!

Death and tantrum reports are piling in, one after another, along our first melancholy.

And our first named death.

Spoiler (click to show/hide)

Sharpkris was one of the original 7, and his position as manager has been crucial in maintaining steady flow of resources. He was slow to anger, and active, and he will be dreadfully missed. Hopefully, where he's going, he will always have the alcohol he needs to get through a working day.

Overcome with grief, Pascale throws a tantrum.

Spoiler (click to show/hide)

That's weird, he isn't listed as a plaguebearer anymore. Weird.

Spoiler (click to show/hide)

But the fever indicates otherwise. Vabolokis follows shortly behind in the tantruming department. As a new wave of migrants arrive. Oh, Meph is angry too.
At the death of Urist McTeelox.

Spoiler (click to show/hide)

Urist arrived as the leader of a group of arcaeologists in the very first group to throw in thier lot with Cursecoppers. He was the last of the archaeologists to succumb to the bubonic plague.

Vabolokis can't take the stress and goes mad. In his madness, he attacks Meph.

Spoiler (click to show/hide)

Tragically, the wounds are fatal.

Vabolokis goes from dwarf to dwarf in the hospital, punching each one to death, one at a time.

Spoiler (click to show/hide)
He's here, trust me. It's getting hard to see in the hospital. There are dozens of corpses inside.

By mid-season, 25 dwarves remain.

Pascale attempts to subdue Vabolokis, but his skull is fractured in the attempt.

Spoiler (click to show/hide)

He tries to crawl away, but Vabolokis follows to finish him off.
The exclamation point is Vabolokis, the hunger symbol is Pascale.
 
Spoiler (click to show/hide)

DING!
All the practice makes Vabolokis a wrestler. He shows off his increased skill.

Spoiler (click to show/hide)

Vabolokis roams the halls, searching for more victims, until, at the storefronts, a lone hero brings Vabolokis' rampage to an end.

Spoiler (click to show/hide)

Just before Vabolokis' death, the few remaining dwarves give him a title. The Cusp of Hammers. Ominous, isn't it?

The the caved horn turtle recieved a name as well after striking him down. Emptyglaze. Oh, name generators, I do love you.

Of the 22 dwarves remaining, only 3 adults remain upright.

Spoiler (click to show/hide)

To preserve our memory, I order engravings on the wall. Unfortunately, I only have novices remaining.

Spoiler (click to show/hide)

That's odd, we haven't seen any forgotten beasts...

OH WHAT THE HELL!

Spoiler (click to show/hide)

I hope the artifact door holds...

Zlurker has been tantruming with great apptitude.

Spoiler (click to show/hide)

Two more dwarves are struck with melancholy.

With Meph's death, TalonisWolf is elected mayor.
Presumably with only 3 sane, living dwarves, election go much simpler.
Zlurker presumably didn't like the results.

Spoiler (click to show/hide)

An ambush!

Spoiler (click to show/hide)

We will not fall on rusted blades of goblins.
Especially because the goblins are mounted on oppossed to life voracious cave crawlers.
I have no idea how many of them came here, but they all left immediately.

Spoiler (click to show/hide)

The season comes to an end, but I'm not throwing to commercial this time, oh no! I intend to follow this thing to it's end!

And it won't be long now. Only one dwarf remains sane and out of sickbed.

Spoiler (click to show/hide)

Oldark trains in the militia room, preparing for an enemy that will never come.

By the way, ghosts can spread the lurgy? I kind of like it! It does mean that reclamation could be very difficult, though.

Spoiler (click to show/hide)

Zlurker and Sharpkris disappear from the unitlist. It's enirely possible that their bodies will never be found. With them gone, the last of the named dwarves...

Spoiler (click to show/hide)

Oldark!

Bah, migrants. The doors are still locked from the ambush. And..what's that? Oh my, that's hilarious.

Spoiler (click to show/hide)

One of the ghosts comes over, and immediately infects the migrants with The Lurgy. I allow them inside.

They go to the beds...and with that, the last of the dwarves go to bed.

Never to wake.

Silence falls over Cursecoppers. The dwarves die, one by one.

Until two dwarves remain.

Spoiler (click to show/hide)

And then, one.

And then, in the winter of 111, the self-proclaimed mayor Oldark Togumgoden goes mad.

Spoiler (click to show/hide)

And that's it! The fortress has fallen. Congratulations to Oldark, the last survivor of

Cursecoppers, the merchant fortress.

That was fun, folks! I sure hope this has been entertaining to those of you who have followed me

from the beginning. I sure had a lot of fun with it, and I hope we can do this again soon! I'll be updating the first post in the morning, with new stats and...stuff.

I'm taking suggestions for the next fortress, and dwarfing on request, so please feel free to throw requests my way.
« Last Edit: December 09, 2013, 12:08:29 am by moseythepirate »
Logged
Congratulations, you've managed to weaponize air.

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: Cursecoppers: A MWDF .4d Merchant Fortress
« Reply #79 on: December 08, 2013, 03:10:42 am »

I should have known about the ghosts...

And this fortress. I Like It. ANOTHER!
Logged
::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

zlurker

  • Bay Watcher
    • View Profile
Re: Cursecoppers: A MWDF .4d Merchant Fortress
« Reply #80 on: December 08, 2013, 03:39:59 am »

Darn I almost made it to the end. ;_;
Logged

IndigoFenix

  • Bay Watcher
  • All things die, but nothing dies forever.
    • View Profile
    • Boundworlds: A Browser-Based Multiverse Creation and Exploration Game
Re: Cursecoppers: A MWDF .4d Merchant Fortress
« Reply #81 on: December 08, 2013, 03:56:32 am »

Wait... ghosts can do interactions?

Interesting...

zlurker

  • Bay Watcher
    • View Profile
Re: Cursecoppers: A MWDF .4d Merchant Fortress
« Reply #82 on: December 08, 2013, 04:32:45 am »

I'm not really surprised. They probably did it in revenge. D:
Logged

LMeire

  • Bay Watcher
  • Likes Troglodytes for their horradorability.
    • View Profile
Re: Cursecoppers: A MWDF .4d Merchant Fortress
« Reply #83 on: December 08, 2013, 04:40:00 am »

Plague-ghosts sound like all sorts of terrifying, only way that could be better is if zombies spread the plague too.
Logged
"☼Perfection☼ in the job puts pleasure in the work." - Uristotle

IndigoFenix

  • Bay Watcher
  • All things die, but nothing dies forever.
    • View Profile
    • Boundworlds: A Browser-Based Multiverse Creation and Exploration Game
Re: Cursecoppers: A MWDF .4d Merchant Fortress
« Reply #84 on: December 08, 2013, 04:49:35 am »

No.  The only way that could be better is if ghosts could use more interesting interactions.  After doing some research, I found that ghostly necromancers can raise the dead... the big question is, can they tell friend from foe?  Can we make GHOSTLY GUARDIANS that attack enemies with magic?

Someone test - do ghostly pyromancers use fire?

Vabalokis

  • Bay Watcher
  • Urist McKneeGrow
    • View Profile
Re: Cursecoppers: A MWDF .4d Merchant Fortress
« Reply #85 on: December 08, 2013, 05:09:54 am »

Went from becoming insane to killing my wife and beating all sick dwarfs.

Quote
Vabolokis goes from dwarf to dwarf in the hospital, punching each one to death, one at a time.

loled so hard ^ .

This was the best lp ever. Cant wait for another one and already reserving a dwarf
« Last Edit: December 08, 2013, 05:12:13 am by Vabalokis »
Logged

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: Cursecoppers: A MWDF .4d Merchant Fortress
« Reply #86 on: December 08, 2013, 05:41:58 am »

IndigoFenix: Ghosts can use all interactions, even material emissions. But it depends on the usage hint and the ghosts themselves. They will not attack people, so usage hint:attack interactions wont be used. So no, no ghostly guardians. I am not sure about a self-targetted go-berserk interaction though... the problem is of course that normal dwarves would have this as well. I never found a way to make ghosts more interesting. But urist da vinci found a few nice dfhack pointers... If someone writes a plugin, people can raise and put down ghosts on purpose with it.
Logged
::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

IndigoFenix

  • Bay Watcher
  • All things die, but nothing dies forever.
    • View Profile
    • Boundworlds: A Browser-Based Multiverse Creation and Exploration Game
Re: Cursecoppers: A MWDF .4d Merchant Fortress
« Reply #87 on: December 08, 2013, 05:53:48 am »

Oh, I could certainly think of a way to make a more interesting ghost deliberately... run a reaction that kills the target at the same time it gives it the interaction.  But if ATTACK and GREETING don't work, I don't know how it could be made more useful... an enemy could certainly give a curse that would kill a dwarf and make it revive as a very dangerous and chaotic poltergeist though.

That doesn't mean useful ghosts are out of the question though, I just need to work out how it might be accomplished.  You'd certainly need to sacrifice a dwarf to make one though.

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: Cursecoppers: A MWDF .4d Merchant Fortress
« Reply #88 on: December 08, 2013, 06:02:05 am »

That solution is so obvious, I feel stupid for not thinking of it. Good luck with playing around with that idea. The mod for modders and the plump hemlet men show that this falls right into your category :)
Logged
::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

moseythepirate

  • Bay Watcher
  • Congratulations, you've managed to weaponize air.
    • View Profile
Re: Cursecoppers: A MWDF .4d Merchant Fortress
« Reply #89 on: December 09, 2013, 02:04:32 pm »

Excerpt from Histories of Perseverance and Labor by Kudust Weaknees

In the end, Mothramgusil was little more than a footnote in history. The audacious plan ended in death and disease. The only survivors of the fortress were the local merchant class, who returned to the mountainhomes haggard, worn, and astonishingly wealthy.

The end of Cursecoppers was also the end of the era of expansion for The Practiced Hexes.  The great northern wastes remained unexploited, and in hindsight, the plague fortress of Cursecoppers was the beginning of a long, slow decline of a great dwarven civilization.


Okay then, folks, I've decided to start up another merchant fortress. Here's some fun facts from Cursecoppers.

Cursecoppers lasted almost 4 years, with no well or alcohol production.

Most of our drinking needs were satisfied by medicine; 2 plants produce 10 booze from that reaction, as opposed to the standard 1 for 3 at the still.

By far our most abundant food source was the abundant wild snow leopards.

I would roughly estimate that Cursecoppers produced some 50,000 sovereigns. Most of that was spent on big budget items, especially the blood of armok, trade licenses, and stable warpstone. The rest was spent on booze.

Our named dwarves died in the following ways:
SharpKris: Dehydration
Urist McTeelox: Killed by Pascale
Pascale: Killed by Vabolokis
Meph: Struck Down by Vabolokis
Vabolokis: Struck down by horned cave turtle.
TalonisWolf: Dehydration
Zlurker: Madness and Dehydration
Oldark: Madness, Presumed Dehydration

Named dwarf with the most kills was Oldark, who had 19 kills, most of which were snow leopards.
Logged
Congratulations, you've managed to weaponize air.
Pages: 1 ... 4 5 [6] 7