Gaming O-F Dwarf Fortress Succession Game: Armorwad - Minotaurs! Goblins! Railguns!

KuatYards

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And so my reign begins and the fun can REALLY start. >:D

Also, I favor mayors who lack creativity. In my last fortress, the mayor only ever wanted wooden shields, three at a time. And there's almost no apocalypse than can prevent fulfilling THAT.
The only thing he ever added to that was preventing shield exports :lol: the military was always stocked at least.

sounds like my main "make three bolts or DOOM!!"
 

Quick_Nick

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In this episode, Artlav shows us his inner...um...creativity?
Code:
1st Granite
I, Quick_Nick, have risen to a position of power. The previous ruler stepped down peacefully after a year in control. I get the feeling this job ain't so easy.
I am spending this first day inspecting the fortress as thoroughly as possible.
Ignoring the goth kid moping in the kitchen, the fortress consists of twenty-four happy hard-working dwarves. Many of them have yet to experience hardship.
Investigating the case of woo and a stoneworker's prison sentences, I am putting the mayor on thin ice. (not yet literally)
I'm certain I spied the ghost of a fellow aptly named "Hallrule" in life, now patrolling the halls. I will see to all our fallen dwarves being respectfully memorialized.
Despite no meat or fish, there are reasonable stores of plants and drink.
Another haunt in the bedrooms, yikes!
Yet another in the dining room! These sure are some brave dwarves.

2nd Granite
Coffins, of which there are plenty, are being brought down to the grave room.
Artlav ceases coffin construction and begins slab construction to memorialize those whose remains have been lost.
Note to self: Build a hospital and appoint a chief medical dwarf when possible.

3rd Granite
One of the ghosts watches over Artlav's shoulder as he constructs one last coffin. Creepy.
The ghost stuck around so long poor Artlav had to notice but couldn't do anything about the spirit but keep working.
Poor Artlav already has a broken hand and has been quite hungry as he works.

5th Granite
One haunt has been put to rest.

13th Granite
I've appointed myself Manager.
The bedroom ghost haunts the engravers who should be engraving a slab in his honor.

19th Granite
A ghostly dwarven baby laid to rest.
And my belief in 'plenty of coffins' is proven wrong.

25th Granite
And the 'final' ghost is laid to rest.

23rd Slate
Ghost discovered by putting it to rest.

26th Slate
Migrants arrived... 'despite the danger'?
Among the migrants is a Trader. He will be made Broker, though for now his only skill is Adequate Appraiser.
There are 21 immigrants in all, bringing many animals as well. There's an astounding occupational diversity.
A ghost is seen in our Units.

7th Felsite
Another ghost arises.
Also, the migrants need a way into the fort...

15th Felsite
Artlav has gone fey!

16th Felsite
Thief! I'm afraid the migrants will have to take care of him for now.

18th Felsite
Two more thieves!
Artlav has begun a mysterious construction!
An elven caravan arrives. The drawbridge is opened just in time. (and so enter the immigrants)

23rd Felsite
Artlav has completed 'Whiploves' (oh my), a native gold bed encircled with bands of silver and adorned with hanging rings of native gold.

And so begins summer.
 

KuatYards

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Looks good so far :thumbup:

I found that a wagon can pass over restraints and people/animals, and war dogs make a mess of any thieves :lol:

do it like this (example):

|.R..R.|

| = wall
R = restraint
. = open floor

Each restraint has a reach of one block, so in a 3x3 area they cover, will be safe

Put a dog on each leash, no more thieves breaking in
 
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Quick_Nick

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Summer Edition (sorry I didn't do this a week ago)
Code:
1st Hematite
Trade with the elves did not go as planned. They had little to offer and demanded high profits, leading to mutual frustration and their leaving with no trade.
The bookkeeper reports that our fortress has a Created Wealth of 1,330,247

2nd Hematite
Just realized there were notes attached to the levers. Now both levers control the entrance/bridge. (woops!)

3rd Hematite
Ghost outside the fortress, another in the dining hall.
Current population: 44.

8th Hematite
No ghosts left.

17th Hematite
A new mayor was elected?? Well, he is more qualified already. We'll give him a shot.
In related news, the old mayor has been demoted to Furnace Operator.

19th Hematite
Hospital established.
-No chief medical dwarf yet.
-No containers for equipment yet.
-No soap yet.
-Artlav finally rests his wounds. (shortly before beds are placed beside his sleeping self)

23rd Hematite
The old mayor will be allowed to be chief medical dwarf.
We need miners!

28th Hematite
Ghosts remind me we've been neglecting coffin duty.

10th Malachite
Adding another farm. (we only had one!)

17th Malachite
Migrants arrive (despite the danger?) - 12 more mouths to feed

23rd Malachite
Chests added to hospital.
Our stray tiger has been trained for war.

9th Galena
Silly hunter got capybara blood on the hospital floor where Artlav had been resting earlier.
-Somehow there's also the blood of three dwarves including Izack... Reports explain little.

12th Galena
We have a mandate! Just three backpacks!

13th Galena
Looks like we're finally good on coffins.
A human caravan arrived but claimed we were inaccessible... It appears they will trade anyways.
We need thread in the hospital.

17th Galena
A stonedwarf has been unconscious in his bed for two years...

19th Galena
We should look into a new broker perhaps. Had to settle on an awful deal with the humans.

23rd Galena
Training a dog for hunting.
Mayor mandates two leggings.
The hospital has a reasonable amount of thread.
Two dwarves given full Healthcare labors to handle all the requested diagnoses.
Artlav has finished resting!

Not all that interesting, haven't even started a military though there are skilled dwarves, working on a new meeting hall and a prison, no deaths, caught up on coffins, plants dwindling but food stores are plenty, stocking up on drink, long-injured dwarves are being healed all around but could still use some more thread, no deaths, no invasions, no thieves.

The golden bed Whiploves is proudly displayed in the main dining hall.

Overall, the fortress seems to revolve around Artlav's antics.
 
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Quick_Nick

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Looks like Autumn will introduce an interesting Winter...
Code:
3rd Limestone
A woodworker is possessed. - He asks for wood and stone.

8th Limstone
A mysterious construction has begun.
The bookkeeper was also unconscious for about two years...
-He is now able with the help of a crutch but likely needs to be retired as the only member of the military.

13th Limestone
Lancedcalled is completed - A palm amulet of EXTRAORDINARILY little value.
-Of course, no experience is even gained. Just a week of productivity lost from occupation of the workshop.

28th Limestone
Seven more migrants, despite whatever danger.

3rd Sandstone
One backpack mandated. I guess the mayor never heard of general stores.

4th Sandstone
Jail and Captain of the Guard etablished

22nd Sandstone
Second dining hall opened. Smoothing is about 80% complete.

2nd Timber
Export of leggings banned.

9th Timber
Strangely, the old dining hall wasn't even a dining hall! (fixed)

17th Timber
A caravan arrives, 'bypassing' us. (they can't resist trade with us)

20th Timber
Ambush! Curse them!
-Our dwarves really shouldn't be fishing way out there.
-A fishery worker is dead
-The siege operator is dead (irony?)
A bunny fought VERY valiantly and bought plenty of time to get everyone into the fortress.

23rd Timber
A snatcher! Protect the children!
The wounded militia commander is the lone fighter outside. -A martial trance wasn't enough to save him.
The entrance is closed.
Load the ballistas!

30th Timber
The dwarf liason made it in. I guess we are joining a dwarf realm. A cheese dwarf is made a baron, who cares, there are goblins outside and the new siege operators are too scared to fire!

All might have been lost without that brave doe bunny.
 
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KuatYards

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did it have a name?
ALL HAIL [insert bunny name here] SAVIOR OF THE FORTRESS

I would put a platinum statue of it out side :lol:



also, has anyone else noticed that bunnies are very powerful? the one guy to kill a bronze colossus was in adventurer mode... he threw a bunny at it and knocked it's head off
 

Quick_Nick

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If you're saying Urwumpe is dead, I don't believe that was under my rule, but I see no evidence of him ever existing. o_O
The doe rabbit child is the brave Aban Thalalbomrek! (she fought for 8 pages)
An earlier bunny died because no one would adopt him. :/
I didn't mention a dead/missing Brewer as well.
There was also a 'brave' white stork but he did no damage and didn't last long. In fact, after being propelled by a copper bolt, "the white stork slams into the white stork" as well as several obstacles. (edit: er, ignore that, WE killed that stork)
And finally, yes, a cheese baron. :lol:
 
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Rtyh-12

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the one guy to kill a bronze colossus was in adventurer mode... he threw a bunny at it and knocked it's head off

Actually, it was a fluffy wambler. Still, doesn't make it any less overpowered hilarious.

If you're saying Urwumpe is dead, I don't believe that was under my rule, but I see no evidence of him ever existing. o_O

He (or she, in-game) did exist. In fact, he was the leader of the only squad we had at the time. He was eventually killed through unknown means during Izack's second year (had to check the thread).
 

Urwumpe

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I am pretty sure I already went through a legendary journey to the lower realms, together with hordes of slain enemies. What more can a Dwarf expect? :lol:
 

Izack

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Oh, that was during my term? Whoops. :p

I am pretty sure I already went through a legendary journey to the lower realms, together with hordes of slain enemies. What more can a Dwarf expect? :lol:

Maybe I shouldn't tell you that most of the slain were capybaras you wrestled to death. By the tongue. For fun. :shifty:
 

Urwumpe

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Maybe I shouldn't tell you that most of the slain were capybaras you wrestled to death. By the tongue. For fun. :shifty:

Enemies. :thumbup:
 

Urwumpe

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Pah. Anything is justifiable (or in this case glorifiable) by loose definitions.

In a world, where carps can kill you, you should fight capybaras as long as they are still small. They might come as giant capybaras one day.
 

Izack

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In a world, where carps can kill you, you should fight capybaras as long as they are still small. They might come as giant capybaras one day.

Or attempt to tame them, and release them later as Giant War Capybaras.

Just imagine the ride of the Rohirrim...but with midgets and capybaras. Well, perhaps it's best not to.
 

Urwumpe

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Just imagine the ride of the Rohirrim...but with midgets and capybaras. Well, perhaps it's best not to.

Sorry, my hot chocolate just exploded over my screen. :lol:

Really not the best to imagine...really. Once you did that, it gets hard to get rid of the idea. Capybaras and midgets with exceptional quality steel battle axes.
 

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So, do I understand correctly: Quick_Nick is in his final season, and then the game passes to KuatYards?
 

KuatYards

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Can't wait... with Armorwad's luck and mine combined, It'll be 300 goblins with a horde of cave dragons and trolls... BRING IT ON :lol:

But on a more serious note, I'll likely start doing upgrades to defences and food production... and power supply... anyone know how to make a working water reactor? I'm trying to right now on my main, but it only spills water throughout the fortress, last time it killed a few soldiers, I know the basics of it, but cant figure out the details
 
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