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Author Topic: Landshark: surviving and creating the perfect Dworf amidst 1000 random creatures  (Read 3380 times)

Stormbuilder

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Greetings all! Last time I played MDF was v1, so now that we have 4g - apparently to be stable for at least a month - I wanted to give you the opportunity to laugh at my attempts to create a functional fortress with all features enabled, and least turtling as possible.

All default, except:
- No digging invaders (nononono)
- 1000 randomly generated creatures
- 999 titans, forgotten beasts and semi-megabeasts

Goals of the game:
Make a superdworf - the LANDSHARK. This means:
- Dworf is a special ability caste (meaning one of the fighting oriented mages - the stone one, the demonbound etc.)
- Dworf has legendary fighting skills (Shield User, Weapon, Armor User, Dodge)
- Dworf has legendary weapon with all possible runes and venoms
- Dworf has maxed armor on all layers with the best possible materials I can realistically have. I am still theorycrafting this, but here's what *should* be achievable:
Spoiler (click to show/hide)

In the unlikely event that I actually live long enough to create that set of armor, the Dworf with highest fighting skills gets the set and is proclaimed the LANDSHARK.

Let's get started.

The world is Scorching Shiv, with 1000 random creatures out of which we have 5 new races. I'll only be able to describe them if they appear in game, I think.

The top 5 civilizations by population are:
1) A Cadelmolas civ with domesticated Taiga Sabrecats
2) A Gumpey civ with domesticated Moleweasels and Cragtooth Boars - we are at war with these guys and they will show up
3) Us dworfs - with domesticated drowspiders and orcish wolves (the only other dwarven civs is a bunch of barbarians, composed at 10% by Ogres. Oh, and they were at war with the Mighty Dwarven Legion in the past, for crimes unknown)
4) A Warlock civ with enslaved Cadelmolas, Drows and Frost Giants (yikes!)
5) A Gumpey civ with domesticated horned caveturtles (yeah, we are at war with these guys too)

We are going to receive nasty visits by Goblins, Frost Giants, Kobolds, Warlocks, Gumpeys, Taiga Orcs and Orcs. Cadelmolas are in range, but we are not at war with them...so I am not sure what will happen.

Embark:

Spoiler (click to show/hide)

Place where I am planning to set my entrance:

Spoiler (click to show/hide)

We have 2 mating pair of drakes, lots of underground and surface plant seeds and...well, nothing else. We got a Healer and Merchant (the expedition leader) caste dworfs among the initial seven.

Will this fortress survive the first year? Will there be any good candidates for the title of Landshark? Who will be the landshark? We'll find out next year, I am off partying.

Let me know if you want to be dorfed ;)
« Last Edit: January 01, 2014, 10:31:16 am by Stormbuilder »
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Meph

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Re: Creating the Landshark (fortress and dorf) amidst 1000 random creatures
« Reply #1 on: December 31, 2013, 04:48:33 pm »

Oh, I have never seen the random creatures in a succession fort. :)

The friendly ones will arrive with caravans. Please dwarf me as Meth, the broker. 
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Stormbuilder

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You are dorfed. And also you have about half of all possible noble positions xD

It's really fantastic that a randomly generated civ will send caravans...wonder what they have :D

By the way, if anyone else wants to get dorfed, in the first wave of migrants we have some interesting castes:
1) Arcane Dwarf
2) Witch Hunter, war veteran (no kills)
3) 2 Engineers
4) 1 Farmer
5) 2 Carpenters, one of which is a war veteran (no kills)
« Last Edit: December 31, 2013, 09:48:12 pm by Stormbuilder »
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DoomOnion

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I would like to claim the witch hunter please, thank you. :D
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SharpKris

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would claim the arcane dwarf!
finally some randomly generated races
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oldark

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I'll take an engineer please! Also, whats a witch hunter? Haven't seen those before.
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Stormbuilder

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A witch-hunter is basically and undead-killer. You can read the description of the caste in the next post - in the thoughts of DoomOnion.
« Last Edit: January 01, 2014, 10:15:43 am by Stormbuilder »
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Stormbuilder

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In the year of Armok 201, a dwarven expedition was sent to create a new outpost for the glory of the Plated Die.

Situation in the world was grim - although the Plated Die remained a bastion of strength, as the third largest civilization, a vast array of threats always loomed on the horizon.

The ceasefire with the Gumpeys was broken 5 years ago, and since then the ancient enemies - which had conquered several dwarven fortresses centuries ago, before the tide was turned - raged again. Occasional conflicts with Goblins and Taiga Orcs flared up every decade. And while the Gumpeys had several allied civilizations, the only other "dwaven" nation was The Closets of Jacking - a bunch of barbarians locked in a century long war with the Asills and an almost 2 century war with Frost Giants which only abated a few years back because the Giants got distracted by Humans. So fallen was this civilization that it boased a strong minority of filthy orgres fully integrated into their society, as well as some Steppe Aurochs. No help would come from these savages. Worldwide there are a bunch of famous Frost Giant and Drow heroes
Spoiler (click to show/hide)

Wise King Lor decided that it was time for expansion, the first new outpost after 20 years of consolidation. The last fortress built, Leshaldatan, was faring badly, with a population of only 98 due to frequent abductions.

And so it was that the King decided to make a shining example - create an example which would encourage and embolden all dwarvendom. The new outpost would be entirely dedicated to creating a champion. A soldier so strong, so fierce, so skilled that he could lead the charge against all enemies and break their back. The LANDSHARK (Admittedly, not many dwarves knew what a shark was, but they were informed that it's nasty nasty predator which could smell blood from miles away. That seemed badass)

And so, Bertaran - the Landshark - was founded in 201. Leading the expedition was 'Meph' Talkingbad - a high ranking member of the merchant guild - who would provide superior organizational skills, and a foul mouth. And there was also me, a humble healer brought along - you can't make a super dwarf without breaking some bones, after all.

We arrived at our destination and had a look around. A volcano! Not an uncommon place in this scorching hot world, but a wise decision nevertheless. Quite a lot of malachite was already showing, as well as some hematite.

We start on the north-western side of the volcano. We have brought a lot of seeds and we will need outside ground farms. So we channel out two 5x5 farm plots:
Spoiler (click to show/hide)

And then continue to dig out our fortress. We start with the underground farm, the food stockpile, some space for a distillery, kitchen etc. Also, some place where to move all our wagon goods. Also, you can see the large track which will be used by wagons.
Spoiler (click to show/hide)

We will eventually build all our quarters right next to the warm volcano rock. After all, what's the point of embarking on a volcano if we cannot sleep just a few meters away from the magma?

Our exploratory survey reveals a Blood of Armok gem. Not sure what we can do with this...we already have all the magma we need. Meph mutters something about "We'll lose a miner when we tap the volcano", which worries me a bit.
Spoiler (click to show/hide)

Then we decide to start the serious job. First, we break the space-time continuum.
Spoiler (click to show/hide)
That thing over there is a quantum stockpile, fed by a minecart, fed by a large stockpile which except everything but stone, refuse and corpses, as well as 3 6-tile stockpiles which accept stones and use three wheelbarrows each.

We get our first migrants! Among them, an intimidating fellow called 'Sharpkris' Fevermines, who is apparently an accomplished Sorcerer and Druid...at least potentially. Clearly, he aspires to become the Landshark, and has joined us because of that. For now, he has been ask to hunt - we need some meat and bones.

We finalize our secret wagon road - it goes underground and weaves among the mountains. This way the caravans can travel to us without being ambushed. We have to also open another entrance. We carve out a large space, where our future army will be stationed and trained.
Spoiler (click to show/hide)

A changeling larva pet transformed into a Giant White Tiger Cub. What the hell?

Spoiler (click to show/hide)
Meph starts blabbering something about "bones of armok!!!" just as the caravan arrives. The mountainhomes liaison leaves in a huff. Fanastic. We won't be able to order trade licenses until next year. Well, at least he produced a very nice coyote bone armor stand.
Spoiler (click to show/hide)

We purchase drinks, seeds, 1 bin of cloth and 1 bin of leather. Oh, and some green glass, in case some moody dwarf decides that he needs it.

We start seeing some weird creatures that no dwarf has ever heard of. This world is a strange place.
Spoiler (click to show/hide)
Spoiler (click to show/hide)

As autumn comes to pass, we receive another bunch of migrant, and among them two stand out. A terrifying guy called 'DoomOnion' Sinnedships - one of the two Witch Hunters in our civilization. That guy is a legendary Sorcerer, Druid, Thrower and Archer. Clearly he believes that he is the best candidate for Landshark. Well, I guess we found the leader of our militia.

(DoomOnion: how would you like me to equip your dwarf?)

Also we have 'Oldark', an engineer who actually seems to like working as Carpenter.

Winter rolls by and spring arrives with no significant events aside for some thieves and snatchers who are torn to shreds by our drakes. Our food stores are high, we have a legendary cook. Still working on the living quarters and dining room, though.

Meph
Spoiler (click to show/hide)
 
Sharpkris
Spoiler (click to show/hide)

DoomOnion
Spoiler (click to show/hide)

Oldark
Spoiler (click to show/hide)
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moseythepirate

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I have no ambition to be no landcarp, but dwarf me anyway. Your choice.
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razorback

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May i'm reading here a little "django" resemblance?

and if so, will there be "dwarf-dingo" fights?  :D :D

in this case i would appreciate to be a medical dwarf called Dr. Schultz  :P
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DoomOnion

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So I'm a durable witch hunter who likes silver.

Awesome.
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Stormbuilder

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Alright, second year is over.  :D

----

Towards the beginning of the year, we got a couple of weirdos as migrants. First there's this guy who just smells of salty water. Salty Water!!! He claims to be a pirate and that he has sailed the oceans for loot. What oceans? There are no oceans on Scorching Shiv! Anyway, he silenced the first to laugh at him by summoning a wave of water to wash him over. I guess this "Pirate Mosey" will be a useful addition to the fort, after all.

Oh, we also got another doctor - Dr. Shultz. Our original doctor seems a bit wary of him, but gladly accepted the pair of hands. And thanks Armok, because we definitely needed them - there would be patients in the hospital for the entire year. The first inking of something being wrong is when some random guy got possessed and started babbling about "pestilences". He created this, claiming it will be needed to protect the doctors:


Soon after, everyone was coughing so hard that they were almost spilling their lungs. Pulmonite. Dammit. We stopped all work to craft a makeshift hospital and make some medicine plants. I have no idea of how that works, but after a while everyone got better and started breathing again.
Spoiler (click to show/hide)

Weirdly enough, at one point I just realized that there were two Guardians of Armok inside the fortress. No idea where they came from. Probably the king decided that this fort was so important, that he sent them over with the migrants. Oh, and they had pulmonite too. What??? How? In any case it didn't seem to affect them too much. We started building some traps at the entrance, but so far it's been unnecessary - our drakes tear everything apart and have gotten multiple names by now. Like this silly little werebeast:
Spoiler (click to show/hide)

We got another round of dwarfs in the hospital when we created the magma repository for furnaces - apparently a weak warpstone was in the way. Everyone was barfing all over the place. One of our best miners tapped the volcano and got out of the way before the magma could hurt him:


Also, I was getting these weird messages. Hmm...creepy.
Spoiler (click to show/hide)

We got a human, dwarven and a drow caravan this year. We sold them legendary quality lavish meals, got wood, drinks and food materials in return. We are trying to limit our exports in order to not attract too much attention from possible invaders.

Overall, a good year - we got a lot of interesting migrants (waveking, legionnaire, dwarven apostle, two alchemists) and we are developing the industries. Next year we will focus on the magma forging - we have easily reachable copper and iron. We also have marble, so steel production will be possible.

Status of our most important citizens:

Oldark:
Spoiler (click to show/hide)

Pirate Mosey:
Spoiler (click to show/hide)

SharpKris:
Spoiler (click to show/hide)

DoomOnion:
Spoiler (click to show/hide)

Dr. Shultz:
Spoiler (click to show/hide)

And of course, the glorious leader Meph:
Spoiler (click to show/hide)
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Zanzetkuken The Great

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Re: Creating the Landshark (fortress and dorf) amidst 1000 random creatures
« Reply #12 on: January 03, 2014, 10:08:07 am »

Oh, I have never seen the random creatures in a succession fort. :)

I tried to with my dragonic civilization mod, but that collapsed after the end of my turn from only one other person signing up...
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Meph

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Re: Creating the Landshark (fortress and dorf) amidst 1000 random creatures
« Reply #13 on: January 03, 2014, 10:29:40 am »

Oh, I have never seen the random creatures in a succession fort. :)

I tried to with my dragonic civilization mod, but that collapsed after the end of my turn from only one other person signing up...
I added 500 of them to my own succession fort now. There was some odd wildlife already, and I am very curious what the random civ might bring as invaders and traders.
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::: ☼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 :::

Stormbuilder

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So far this fort has been peaceful, and I am intentionally keeping the exported and created wealth down.

We'll see what happens once we ramp up production...i am not being overly descriptive on the early years because I want to get quicker to the more interesting parts.
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