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Author Topic: Blood Castle - A succession fort  (Read 8208 times)

Samus1111111

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Re: Blood Castle - A succession fort
« Reply #75 on: June 11, 2009, 06:22:55 pm »

NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!!!!!!!!!!!!!!!!

Edem is dead, the fortress is doomed. We have lost the only good millitary dwarf and the werewolves outnumber us..........

Magma time, oh wait, we havn't tapped it yet.....
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Frogeyes

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Re: Blood Castle - A succession fort
« Reply #76 on: June 11, 2009, 09:04:16 pm »

 A tattered, ratty scroll lies here. The ink has been washed in rain and spattered in blood. It is barely legible. And yet...

Log of Frogeyes
3rd Timber, 203

The werewolves that killed the merchants are far to the north. There is a smaller group of werewolves just outside the gate. Just four, two of which have serious injuries.

Me and Urist plan to go out there and kill the small force outside the gate before they can go out and regroup with the rest.

3rd Timber
This may be the last journal entry I ever write. Eight more werewolves appeared out of nowhere as I advanced on the injured werewolves. They have us surrounded. There is no escape. Our only hope is to fight our way out.

ALRIGHT YOU WEREWOLF SONS OF BITCHES WHO WANTS SOME

Log of Zon Uderush
[28th Timber[/i]
Our situation is... unclear. Frogeyes and Urist, the last of our military, were killed by a large pack of werewolves. The werewolves that survived that fight, however, have departed.

We are no longer threatened by werewolves. However, a heavy strain has been placed on the dwarves that have survived.  The first to go was Amost, a peasant who have been fishing. He drowned himself. Later, Libast attacked another dwarf and was killed by Fath. Fath himself has been periodically throwing items around, and actually destroyed the bridge at one point. Scruga committed a horrific murder-suicide, drowning herself along with her baby. Most recently, Tosid, a glassmaker, has offed herself in a pool. We now number eight.
4th Moonstone
Lokum, a carpenter, has finally went insane. I don’t know if we’re going to make it.

6th Moonstone
I’m getting a little nervous being around Fath. He started freaking out again and didn’t calm down until he’d strangled a puppy.

23rd Moonstone
OH MY GOD.

There’s this one werewolf who fell in a lake at one point. He’s missing his right eye, and he keeps passing out. For some reason, he won’t actually drown, but my dwarves keep ending up getting too scared to go past him to get a drink and are too stupid to just take the wide way around him.

I didn’t want anyone getting near him, so I told everyone to equip crossbows and shoot him . For some reason, my wrestler tries to wrestle him to death. He breaks both his arms and one leg. SOMEHOW, the werewolf ends up back out of the lake, and the wrestler ends up IN the lake and promptly drowns. Current population: 6.

I’m digging ramps at the edge of every lake in this godforsaken place.

27th Moonstone
The death of his sparring partner has pushed our wrestler over the edge. He is running to the nearest lake as I write. Current population: 5.

4th Opal
I CAN’T TAKE IT ANYMORE! GOODBYE CRUEL WORLD

They're all dead again. FUCK. Someone else can try if they'd like.

I recommend building up our military, right away. Edem's not as tough as people think. Actually, according to her kill page, she had none before my turn, so I have no idea what happened to the goblins that attacked Demonic Spoon. Just have five or six dwarves spar and spar until they're dead or until they are invincible. It's your only chance. Get them weapons and armour -- salvage weapons and shields from goblins, buy armour from the caravans, make it from bone and leather if necessary -- and let 'em at each other.

 Also, figure out what's wrong with the lever for the bridge. Annoyingly, after the werewolves departed, I was able to get it to work -- I suspect whatever's going wrong has something to do with the "all dwarves stay inside order." Get the entire fortress indoors, so we can actually be self sufficient without screwing everything up.

 Train war dogs as fast as you can and assign them to various military members (preferably not all the same person -- had Edem survived the battle where all his dogs died, he'd have been pretty miserable).

 I wouldn't worry too much about training archers. They don't get strong as quickly as melee fighters, and since the werewolves don't use bows, you won't need to worry about counteracting enemy bow-werewolves.
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Scruga

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Re: Blood Castle - A succession fort
« Reply #77 on: June 11, 2009, 11:58:09 pm »

The lever should be where all the dwarves are when the inside order is called :P

(I know it was me who placed it in the office, it was the most important area at that time xD)
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New question! If I were to remove elves [INTELLIGENT] tag in the raws, would it work?
Dwarf Fortress: Where taking a creatures intelligence is an accepted way of modding.

Frogeyes

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Re: Blood Castle - A succession fort
« Reply #78 on: June 12, 2009, 01:04:45 am »

 HAH! It IS possible!

 I tried again, even if it is on my own time. I trained three elite wrestlers, gave one of them a hammer and another a spear, and sent all of them plus Edem, plus a marksdwarf (the other markdwarf drowned when I raised the bridge), plus thirteen war dogs. I lost two dogs, one wrestler who ended up in a lake, and pretty much all the survivors have hideous (but not permanent) wounds, but I killed the werewolves.

 Now I bet they're going to come again when my entire army's in the hospital.
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Scruga

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Re: Blood Castle - A succession fort
« Reply #79 on: June 12, 2009, 02:47:50 am »

can't we build something to shoot from while they walk the pier?
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New question! If I were to remove elves [INTELLIGENT] tag in the raws, would it work?
Dwarf Fortress: Where taking a creatures intelligence is an accepted way of modding.

Demonic Spoon

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Re: Blood Castle - A succession fort
« Reply #80 on: June 12, 2009, 03:33:09 am »

Were the levers even linked up?

so I have no idea what happened to the goblins that attacked Demonic Spoon.

Also, no goblins attacked during my reign?
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Scruga

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Re: Blood Castle - A succession fort
« Reply #81 on: June 12, 2009, 03:43:16 am »

I linked the levers in the first year.
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New question! If I were to remove elves [INTELLIGENT] tag in the raws, would it work?
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Demonic Spoon

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Re: Blood Castle - A succession fort
« Reply #82 on: June 12, 2009, 03:51:30 am »

But did you?   :P
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Scruga

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Re: Blood Castle - A succession fort
« Reply #83 on: June 12, 2009, 03:58:18 am »

YES I CONNECTED THEM XD
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New question! If I were to remove elves [INTELLIGENT] tag in the raws, would it work?
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Shintaro Fago

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Re: Blood Castle - A succession fort
« Reply #84 on: June 12, 2009, 03:59:57 am »

The levers were working in the second year, I guess. Also, we have to capture as many werewolves as we can. We'll have lighthouse running on burning fur!
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Scruga

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Re: Blood Castle - A succession fort
« Reply #85 on: June 12, 2009, 04:11:39 am »

I like it ;D
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New question! If I were to remove elves [INTELLIGENT] tag in the raws, would it work?
Dwarf Fortress: Where taking a creatures intelligence is an accepted way of modding.

Samus1111111

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Re: Blood Castle - A succession fort
« Reply #86 on: June 12, 2009, 06:06:00 am »

we could always abandoning the fortress then reclaim it, that way all of our dwarves will automatically have millitary training.
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Shintaro Fago

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Re: Blood Castle - A succession fort
« Reply #87 on: June 12, 2009, 06:34:03 am »

like I said, reclaim = no food and no alcohol.
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Scruga

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Re: Blood Castle - A succession fort
« Reply #88 on: June 12, 2009, 07:07:37 am »

NO ALCOHOL! Btw we can import plants and brew them. Just no farming.
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New question! If I were to remove elves [INTELLIGENT] tag in the raws, would it work?
Dwarf Fortress: Where taking a creatures intelligence is an accepted way of modding.

Samus1111111

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Re: Blood Castle - A succession fort
« Reply #89 on: June 12, 2009, 07:19:54 am »

like I said, reclaim = no food and no alcohol.

when we reclaim the fortress we can bring items, just like when starting a normal fortress
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