Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Were-Fortress  (Read 1556 times)

Crazy Cow

  • Bay Watcher
  • Legendary Procrastinator
    • View Profile
Were-Fortress
« on: May 31, 2011, 09:13:54 am »

In the near future, there will be a problem.
When a fearsome were-badger comes to attack your fortress, you will be rightfully scared. You will lock down everything and attack the foul creature with all your might. But...
Your legendary axedwarf militia leader is bitten.

You now have a choice. You can sacrifice him to Armok to avoid the legendary were-badger rampage once a month, or you can make a room in which to seal him off once a month. This second option, however, must be micromanaged perfectly, or your dining room will get a new red paint job.
I, however, have chosen a third option. It requires one thing and is helped by others:

1 - Were-beasts must not attack each other for my plan to work.
2 - If were-beasts pass on their curse even when not in their cursed form, that will help a lot.
3 - I really pray to Armok that were-teeth are unable to punch through armor, although that would be terrifying and probably will happen.

The plan is to get my entire fortress infected with the were-curse. Each member of my fortress will be equipped in full steel armor, except s/he will be missing one thing - a gauntlet or boot, perhaps. They will then be sent into a sealed room that contains the original were-beast, who has been caught either by cage traps or some kind of dwarven shenanigans. I will then wait until the combat reports show that the poor sod has been bitten in the hand/leg by the werebeast, when I will then pull him out. I repeat this process for every dwarf in the fortress. Once the full moon rises, all the were-beasts look at each other and fail to rip each other to shreds... or have the most sudden and hilarious fortress death in the history of Dwarf Fortress.
It will also be awesome to unleash on my enemies. A siege comes? Wait for the full moon then throw open the gates. I imagine lots of fun could be had with this. Anyone have their own opinions?

NinjaE8825

  • Bay Watcher
    • View Profile
Re: Were-Fortress
« Reply #1 on: May 31, 2011, 09:18:29 am »

I see a problem.
Even the original were-critter is only going to be agressive three days a month. Unless you're very efficient indeed, you won't be able to infect an entire fortress in that time, and then come next full moon, half the fortress turns, kills the other half, and then once they turn back they tantrum spiral because all their buddies are dead and they've been infected with a horrible curse (which will probably produce a bad thought.).
Logged

ivze

  • Bay Watcher
    • View Profile
Re: Were-Fortress
« Reply #2 on: May 31, 2011, 09:23:01 am »

As it's been said on DF talk, werecreatures of the same kind are friendly to each other.
Logged

nanomage

  • Bay Watcher
    • View Profile
Re: Were-Fortress
« Reply #3 on: May 31, 2011, 09:27:54 am »

I see a problem.
Even the original were-critter is only going to be agressive three days a month. Unless you're very efficient indeed, you won't be able to infect an entire fortress in that time, and then come next full moon, half the fortress turns, kills the other half, and then once they turn back they tantrum spiral because all their buddies are dead and they've been infected with a horrible curse (which will probably produce a bad thought.).
You can work around by isolating the infected half of fortress each month until everyone if infected. migrants can be isoltaed pre-infection, too, but i can't think of what to do with children. Wouldn't their mothers tear them apart immediately after birth if it happens new moon?
Logged

Crazy Cow

  • Bay Watcher
  • Legendary Procrastinator
    • View Profile
Re: Were-Fortress
« Reply #4 on: May 31, 2011, 09:32:33 am »

As it's been said on DF talk, werecreatures of the same kind are friendly to each other.

Good to know.

You can work around by isolating the infected half of fortress each month until everyone if infected. migrants can be isoltaed pre-infection, too, but i can't think of what to do with children. Wouldn't their mothers tear them apart immediately after birth if it happens new moon?

True, that. I can't armor babies, so turning them into were-beasts will be difficult. You are right about isolation, though; I was thinking of a separate area for migrants to chill out in until they get turned into a raving monster. Maybe I'll make a nursing area, with a few normal dwarves and plenty of food and drink, where I dump all the kids until they are old enough to join the rest of the fortress.

Ravenkana

  • Bay Watcher
    • View Profile
Re: Were-Fortress
« Reply #5 on: May 31, 2011, 09:43:42 am »

I see a problem.
Even the original were-critter is only going to be agressive three days a month. Unless you're very efficient indeed, you won't be able to infect an entire fortress in that time, and then come next full moon, half the fortress turns, kills the other half, and then once they turn back they tantrum spiral because all their buddies are dead and they've been infected with a horrible curse (which will probably produce a bad thought.).
You can work around by isolating the infected half of fortress each month until everyone if infected. migrants can be isoltaed pre-infection, too, but i can't think of what to do with children. Wouldn't their mothers tear them apart immediately after birth if it happens new moon?

Wouldn't the curse be passed on from parent to child?
Logged

Girlinhat

  • Bay Watcher
  • [PREFSTRING:large ears]
    • View Profile
Re: Were-Fortress
« Reply #6 on: May 31, 2011, 09:44:20 am »

Clearly the solution is a holding fort, and a real fort.  The holding fort contains some farms and a still, and a good airlock system.  Migrants and children are thrown into the holding fort.  Once infected, they are moved to the main fort, introduced as productively terrifying members of society.

Also, go with feet.  We have crutches and casts now, but we don't have a way to hold a shield without an arm.

Girlinhat

  • Bay Watcher
  • [PREFSTRING:large ears]
    • View Profile
Re: Were-Fortress
« Reply #7 on: May 31, 2011, 11:37:51 am »

If you'll pay attention to OP, the idea was to clad someone in steel - except for the feet.  This way you leave only one bit of skin open for attack, and thus will only get bitten on a specific area.

Fredd

  • Bay Watcher
    • View Profile
Re: Were-Fortress
« Reply #8 on: May 31, 2011, 09:13:43 pm »

I think a vampire plague would be much better. No need for brewing, or farm plots. Would make the elfs more useful, if they could tolerate the taste
Logged
Should you fail to comply, strict !!disciplinary actions!! will be taken. Also, we feel we should remind you that one of the "criminals" on your list is the chief medical dwarf. If he ends up too badly injured to do his job, you will be fired. Out of a magma cannon.
Sincerely,
The Administration