So I learned today that the rumors were in fact true, Dwarves are mind bogglingly stupid. My hunter got injured by a troglodyte, one of the peasants is nice enough to carry him back to a bed. Soon, all my peasants are being attacked by troglodytes while trying to recover the hunter's stuff (I guess). I lose 2 but that only makes things worse as now there is more equipment available for their favorite dwarven pastime: dodging hostile creatures to drag useless items to the stockpile. I quickly draft a military and deal with the troglodyte problem, losing a recruit and injuring another. It is at this point that I notice my severely injured hunter is thirsty, and no one is bringing him water. Well, I figured, they either hate the ###### or have decided that filling the stone stockpile is more important. But it turns out I don't have a spare bucket. So I queue up a bucket, and wait a while, and notice that my carpenter has joined several other dwarves in dragging useless junk to the stock pile. I remove all his hauling tasks, then he decides to get a drink, then finally he makes a bucket. Great, now someone will save that poor hunter from dying of thirst right? Only no. A dwarf immediately fetches some water for the laid up recruit, but no one bothers with the hunter. Turns out they all hate him after all.
This just in: The hunter has died from thirst. The Dwarves of Hamlet Mistêmôsed are some cold hearted ######s I tell ya.
They hated him so much, they placed his body as far as they could from the other, less-hated, dwarves.
<!--quoteo(post=1674383:date=Mar 26 2008, 11:45 PM:name=SkulkBait)--><div class='quotetop'>QUOTE(SkulkBait @ Mar 26 2008, 11:45 PM) <a href="index.php?act=findpost&pid=1674383"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So I learned today that the rumors were in fact true, Dwarves are mind bogglingly stupid. My hunter got injured by a troglodyte, one of the peasants is nice enough to carry him back to a bed. Soon, all my peasants are being attacked by troglodytes while trying to recover the hunter's stuff (I guess). I lose 2 but that only makes things worse as now there is more equipment available for their favorite dwarven pastime: dodging hostile creatures to drag useless items to the stockpile. I quickly draft a military and deal with the troglodyte problem, losing a recruit and injuring another. It is at this point that I notice my severely injured hunter is thirsty, and no one is bringing him water. Well, I figured, they either hate the ###### or have decided that filling the stone stockpile is more important. But it turns out I don't have a spare bucket. So I queue up a bucket, and wait a while, and notice that my carpenter has joined several other dwarves in dragging useless junk to the stock pile. I remove all his hauling tasks, then he decides to get a drink, then finally he makes a bucket. Great, now someone will save that poor hunter from dying of thirst right? Only no. A dwarf immediately fetches some water for the laid up recruit, but no one bothers with the hunter. Turns out they all hate him after all.
This just in: The hunter has died from thirst. The Dwarves of Hamlet Mistêmôsed are some cold hearted ######s I tell ya.<!--QuoteEnd--></div><!--QuoteEEnd--> Yeah, there's a certain art to making it so that just the right amount of dwarves have each job type, once you get it down though things work very efficiently. You can also set it so that your dwarves won't try and fetch items that far away from the fort, I haven't played in awhile though so I forget where exactly the setting is.
Just lock the doors and train an army, unlock the door when you are ready to take on the dangers that await you OUTDOORS. Or just wait for your migrant wave (you do produce artifacts right? artifacts make many migrants come) and immediately draft all of them into your army.
The o-menu is your friend. Press o -> s to toggle wether your dwarves haul minerals (this means normal rock and ore) or not. I usually disable it when I'm digging a big area, and later when there's a lot of idlers I activate it.
Also, if one of your dwarves die in an akward place, you can forbid his stuff. Dwarves will not go and touch forbidden items, and in fact they act like they don't even exist. You can forbid individual items by loo[k]ing at them and pressing f . You can also forbid all items in an area using the [d]esignate -> [f]orbid. The latter would be the better one to forbid the dead dwarfs corpse and his stuff.
And when the area is safe, you can reclaim the items with [d]esignate -> re[c]laim (or loo[k] at the item, and press f)
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Fort report on Everarmor, 14th Limestone, 1963, Early Autumn
This season saw the flooding of our farms for the first time in two years. This should quell the complaints I've been receiving from the farmers about not having anything to do. Our food stores had dropped to a manageable level after two years of non-production. I've ordered our cooks to work overtime in an effort to condense the volume down further. A variation of our usual fare of Plump Helmets has been ordered. Hopefully we'll be able to sample the first batch of Sweet Pod brew before too long.
Our first foray into the depths beyond the the magma river begun this year, with the construction of a steel bridge south of our foundries. Preliminary grid exploration has revealed rich deposits of gold and platinum. It will take our miners quite some time to tap out their full extents. We remain optimistic that we will soon strike Adamantite.
Our flagrant bribery of visiting caravans has paid off! This season we were honoured to accommodate a Baron and, *ahem*, the Baroness Consort. Their rooms have been adorned with a great number of exceedingly fine engravings by the legendary artist of Everarmor, Kullet Kollibash and their rooms equipped with furniture of the highest standard of craftsdwarfship, crafted out of native Tower-Cap by our own Dumat Kalurlolor. Truly the beauty of these rooms is unmatched among the kingdoms. Other nobility traveling to our fine city included Rakust Oddomgigin, a Hammerer of some repute.
Last year's addition of a Bookkeeper to our ranks has been both a blessing and a curse. His guidance has allowed us to begin reducing the vast stockpiles of goblin armour outside our fort into iron bars for use in more productive enterprises. The other effect of his presence is the dawn of capitalism on our fine fort. The high standard of living of Everarmor has left many dwarves unable to afford the rent on even our most modest rooms. I have commissioned the construction of some slum housing for those less well earning. A major impediment to my creation of affordable housing is the fact that I am very nearly unable of having beds crafted that are of less than masterpiece quality, setting the baseline quality quite high. A similar problem is being encountered with regards to clothing. The general standard of clothing in Everarmor is terrible. Most dwarves are wearing horribly tattered rags, despite the vast stores of superb Cave Spider Silk and Rope Reed clothing available.
Recent diplomatic relations with our neighboring civilisations has been significantly improved, following the... unfortunate string of massacres visited upon merchant caravans attempting to reach Everarmor at the hands of inconveniently timed goblin sieges. There hasn't been a merchant cart leave Everarmor carrying a single item crafted outside our fine city. Trade agreements, by popular demand, focus heavily on the importation of foreign booze, something many of our brave dwarves take an extensive interest in. The... oddly named human empire, The Confederacy of Tugging, recently sent a diplomat to meet with our nobelry. Discussions went well and much fine dwarven ale was consumed.
Our military forces have been growing steadily, now set at two squads of nine dwarfs of varying ability. The fort's very nearly impregnable lava flood defense has been the cause of the fiery end for many hundreds of invading goblins, trolls, and even the human swordsman, the leader of the nearby goblin civilisation, who led their last ill-fated assault. With defensive power this potent maintaining a full military presence seems a waste of resources at best, and a threat to civic safety at worst. However, we must not grow complacent! Improvements to our defenses are ongoing. At present an invasion including a lava-proof entity such as a golem would ruin us. Also, attacks from within remain a risk.
An attack at the teeth and claws of a Cave Crocodile resulted in the death of a War Dog, and the serious injury of another. Doors and traps have been installed in the area to prevent further incursions. The malady of Edëm Tungigin persists as he collapses unconscious at regular intervals, often during parties, causing much amusement among our fine, fun-loving folk. I fear the day Edëm collapses on a bridge during a cave river flood. The results would no doubt be sobering. But quickly intoxicating after a party is called in honour of his passing.<!--QuoteEnd--></div><!--QuoteEEnd-->
Ast Tinöthcerol, Craftsdwarf, has died of dehydration and hunger. Also insanity. He is survived by his Wife Aban Satdodók, Peasant, and his Mule Likot GÃdthuruzol. He had lived in Hamlet Mistêmôsed for almost two seasons, and though he spent nearly all of it in the Clothier's workshop, he will be missed. By his Wife certainly, because she has no friends, but most of all by his Mule, Likot, who's depression has led him to spend the majority of his time in the Clothier's workshop, awaiting a master who will never return.
A cheese maker had apparently become bored with not having any cheese to make and locked herself in the craftsdwarf's workshop with some wood and a limestone block. She emerged several days later having created Dallithsat, a wooden ring with limestone spikes. I must say, it is the finest wooden ring I have ever laid eyes upon, but I cannot imagine that it would be very comfortable to wear.
The trade caravan from Ilras Mis arrived today. I traded all our worthless crafts for some sorely needed booze. They requested several items for next year's trade, but oddly placed a high priority on legwear. They're willing to pay a 105% markup, they say. Is there some sort of pants shortage in the empire? They also commented on the stone stockpile saying that they've never seen so much siltstone in one place before.
I fear that there will be nobles in our next migrant wave. Thats just what I need, ######y demanding worthless nobles. I have begun the design for our new special "nobles' quarters", I just need some way to drain the water...
Edit: The earing has inspired an out of work lye maker, in a coma I might add, to wake up and craft KÃrarner Anil Nog, a naked mole dog short sword with spikes of mountain goat bone and decorated with an image of said earing. This is not the greatest craft in the fortress, this is just a tribute.
Does anyone here also abuse the reclaim fort feature?
I usually send in a team of 7 Miners,Stoneworkers first who dig a fort big enough for 200 dwarfs, a complete economy district and of course fields and irrigation. They then smooth the whole fort. Once they all have died of hunger I send in 3 farmers, 1 mason, 1 carpenter, 1 woodcutter and 1 mechanic. They setup floodgates, traps, doors and build furniture.
Btw: I noticed that once your fort gets big you better have 1 or 2 dwarfs who do nothing, but hauling food! This seems necessary because dwarfs dont eat food that hasnt been moved to a stockpile first. This knowledge did cost about 12 dwarfs their live <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />
I think of it more like a tau thing. You know @for the greater good@ and all that bollox. But hey, if my miners could drink from frozen rivers and would be more acceptable when it comes to eating vermin they might not get insane and die from banging their heads on my smooth walls, once the food/booze runs out!
Even worse: I build an perpetuum mobile. Yep, ###### you thermodynamics <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
Btw: I currently have a nice fortress with 80+ dwarfs housing for everyone but for some reason my farmers dont plant seed anymore. When I inspect the farms it says: No seed available, but on the status screen I have 900+ seeds! Those seeds are all underground seeds.
These seeds or in bags and the bags in barrels as it seems. Could that be the problem? And if yes, how do I get my seeds out of the barells/bags and how do I prevent them being put there.
Answers appreciated.
Edit: Arg, solved it. The Farms were dry and I had to irrigate them again. Stupid game should just tellm me that the plot needs irrigation and not that there are no seeds available!
What I've learned about seeds is that you shouldn't allow any barrels in your seed stockpile. The dwarves always take the closest bag and store whatever seed they have hauled. Barrels can hold a ridiculous amount of bags, which leads to barrels full of bags with one seed in each, while your mill/plant process jobs have no bags. Not allowing your seed stockpile to have any barrels will still propably result in many bags with only a few seeds in them, but you can limit the amount of bags used with the size of the stockpile...
My immigrants have arrived, bringing the fortress up to 43. I convinced a Gem Cutter to take up hunting, and gave him the old hunter's crossbow. Seeing as everyone hated the old hunter so much, I really hope the damn thing isn't cursed.
I drafted a squad of hammerdwarves led by the widow Aban Satdodók, they spend most of their time sparring, but I'm sure they'll come in handy soon.
A wooden crown got mixed in with our stone crafts and so we managed to piss off the elven caravan. I'm sure that this, coupled with our extensive deforestation project, will lead to hostilities in one way or another.
A possessed dwarf went mad due to lack of cloth and died. I should really get some cloth. And a peasant managed to die of thirst less than 20 steps from the well. I have constructed a mausoleum to replace the graveyard.
The Human caravan has arrived, and I have ordered our craft stocks brought to the trade depot. Due to lack of bins and ridiculous number of crafts, this is taking an extraordinary amount of time. I have ordered the construction of more bins. I traded the lot for some cloth and booze and meat.
So I was looking for a mountainside magma vent near a human city and finally found a decent one after six or so medium worlds. Damn, but humans really love settling near goblin mountains. Unfortunately, the site I chose is smack dab on top of a kobold cave. The first thing my settlers see is the Ruler/kobold Spearmaster (legendary). Everyone gets instadrafted, and amazingly they win - at a heavy toll, though. Both dogs and both cats died in the melee, and so did my proficient armor/weaponsmith. Oh well, I guess I'll have to settle for merely decent weapons with my magma smelting operation... wait, where's the magma vent? Where's the damn vent?! YOU SAID THERE WOULD BE A VENT EMBARK SCREEN WHERE'S THE VENT --- Well damn. Best just to dig down near where I started, then. My trader/expedition leader is heavily injured (moreso than the others anyway), and lying by the exit. Everyone is really upset from the battle just after arriving, and is shouting at him for choosing such a ######ty site to settle at, while he's just lying there, fainting now and then from the pain. My second miner (because the first one is busy being useful, digging out our settlement many z-levels down) feels a bit better from the shouting once the leader managed to stay awake for long enough, and makes himself useful at long last. My carpenter became an Axedwarf for killing the Ruler I think. He has a long name, <b>Shem Vabôkstukos Akrulfarashlod Oshot, "Shem Orbsrazor the Tin Creed-One of... something, name too long"</b>, so I'd be glad to honor him a bit extra... But he dies, too. Either from thirst (no water in map; can't give the wounded any help) or from later injuries, I dunno Anyway, meanwhile Summer has arrived, and a new crisis is rising in the fort - we're running out of food and drink, since I haven't had time to plant anything for the entire season. Fortunately it seems the plants start getting ready in time, though I'm worried that the harvest will be too meager since I only brought 5 spawns. --- Migrants! Good thing too, since I only have 4 dwarves left - the trader died from his wounds, the carpenter died some other way I can't remember, and the second miner died from kobold fight if I remember correctly. Guess the kobold got some lucky critical hits or something. With the migrants helping out, things progress faster, and I eventually get a tomb set up for our fallen. Now the next problem rears its ugly head: there are kobolds everywhere outside, and when my dudes run out to get the corpses they get scared and attract the kobolds. One by one they go out and get scared; in an attempt to stop the kobolds from getting inside I draft them so they'll attack them instead, but most of them are crappy and die or get heavily injured and die from thirst later, and with the new bodies, new dwarves run out and attract new kobolds. Soon enough, I'm reduced to a random bystander, one of the migrants I think, and my leet miner, who hasn't gone outside, and finally my <b>kung-fu cook</b>/fisherdwarf (lol useless) who kills several kobolds with his bare hands and earns himself a name: <b>Tun Asoblelum Dorenâbir Amal, "Tun Boardwane the Diamond Romance of Teaching"</b> With him taking care of most of the surface level kobolds, the final bodies are entombed, and they all stay inside. Also traders come and go, but without a depot their wagons have bypassed my inaccessible site. Amazingly, the elven caravan is not carrying 20 logs and 5000 rope reed cloths, but rather only a few logs (I wanted more actually... no trees here either) and then some berries and wooden weapons, arrows, cages.. amazing stuff! For elves, anyway. --- So my 3 dwarves survive the season, with the third guy whose original job I can't remember becoming my replacement for the second miner (he dies fighting off interrupting kobolds later), and the<b> leet miner</b> going out to slay all the remaining kobold guards that are interrupting the kung-fu cook when he tries to bury the dead, thus getting a name too: <b>Vabôk Gamilmeng Zèlersebïr, "Vabôk Trustedlashed the Prime Hide"</b> Migrants arrive, and I find the magma vent by mining in every direction fairly deep underground (in the general portion of the map where the vent was indicated on the embark screen) until I find hot rock, and then just dig upwards. I have never seen a magma vent in a cave like that before, but then I have only seen magma vents on the embark screen that are immediately visible before... Anyway, it's not very high up, so I decide to use it for a magma moat by making a new entrance at a sufficiently low level, and once that is done, removing the trade depot and other buildings by the original entrance, ultimately sealing it up by building a wall. I've gotten as far as mining an entrance out and directing some lava towards it when I notice I accidentally mined into an old tunnel! ######! ######! Magma in the corridors! --- Fortunately it's pretty slow, so I can build walls to seal off the useless tunnel. Unfortunately, a herd of two-humped camels ran into my new entrance and are interrupting everyone and running away from my dwarves endlessly, trampling any civilians in their way (new carpenter dies from his injuries...). Not even my leet miner can beat them, he even gets scared and runs away after taking a beating - twice. This delays the wallbuilding, and I'm getting pretty panicky at this point - the lava is only half a screen away! Fortunately, with my military sicced on the camel that is near the walls, my leet miner builds the walls and we're safe from the lava. Unfortunately, the camel runs around for like half an hour, faster than all my wrestlers and apparently a lot tougher and stronger considering how many of my men the damn thing scares away, even fatally injuring one of them. He later throws a tantrum while lying there dying, in one of the distant corridors I was digging in search of the vent. Screw you too, pal. By the way, I can't build any beds, because then my kung-fu cook will jump into one and Rest his red-injury lower left arm, and not even get up to drink or eat. Without beds, he works as hard as anyone.
Well... the magma moat is done now, and the trade depot, butchers yard et al have been moved down, and the original entrance sealed. Now I just need to micromanage the beds, get some more migrants so I can make an army tough enough to take on the kobold cave, and then I need to hack myself some water so I can build beds safely. All in all, the most exciting fort I have played. Twice I was reduced to 3-4 dwarves. Oh and the leet miner and kung-fu cook are lovers. I can't imagine a more appropriate bond.
TL;DR: I settle near a kobold cave and nearly soil my pants because of all the death and accidents.
<div align="center"><!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Slaves to Armok: God of Blood<!--colorc--></span><!--/colorc--> <!--coloro:#FFFFFF--><span style="color:#FFFFFF"><!--/coloro-->Chapter II: Dwarf Fortress<!--colorc--></span><!--/colorc-->
<!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro-->Histories of Accidents and Tragedy<!--colorc--></span><!--/colorc--></div>
Adventurer- mode can be so hilarious. I created a new, small world just for adventuring. I made a human with skillpoints divided into wrestling and ambushing (and remaining points to get one level of armor using). I embarked on my quest to assasinate all the mayors in the human towns. The first one went well, I actually arrived at the scene at nightfall, so I was able to follow the mayor to his house, and ninja him there.
The second one wasn't quite as good. I arrived a moment before nightfall. I entered sneakmode right away, and headed upstairs of the inn where the mayors usually hang out. So, I went upstairs and snuck forward, but the mayor and a drunk (also upstairs) started heading for their houses for the night. Now follow me on this one. The situation: To the south of me, there's the mayor and the drunk, heading towards me. To the west, there's empty space, and to the east there's not enough room to evade them. A few tiles north there's a wall, and the walkway I came through (and the two were heading for) is to the north-west. Something like that: <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->_______ ++++++| @ = Me ++++| M = Mayor ++++| U = Drunk @+++| + = Floor ++++| | _ = Walls MU++| ++++|<!--c2--></div><!--ec2--> Though there was no chance of getting away in time without jumping (and I didn't think of that then), I headed north. On the next move, the Mayor and the drunk moved next to me, spotted me and attacked. The mayor punched me, and I counterstriked by grabbing him from his leather thong ( ... <_< ) . The drunk moved to the tile south-east of me. I tried to grab the drunk by the leg, but he charged at me, and we tangled together and fell to the level below us. "You maintain possession of the leather thong!". WEDGIE!!!
In the end, I was able to eliminate the mayor (and the drunk) and get away.
[edit] It's done. All the mayors of the human civilization are dead. I witnessed some strange behaviour while I was stalking the last mayor... The inn was SWARMING with people. Mostly peasants and children. It wasn't the capitol of the civilization or anything. I did see a lot of travelling groups on the world map, but I never found out what creatures they were.
So, there was no way to get in undetected, and even though I'm a third stage legendary wrestler, the amount of people would've just overwhelmed me. So I raided the local weaponstore, stole all spears, swords and axes and waited for the mayor to arrive at the inn in the morning <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> . I did manage to hit him with a sword and an axe, but with my luck they did only minor damage. After a few failed attempts of sneaking into the inn (running and hiding again) the crowd was scattered enough for me to make my move. I grabbed a spear I had recently thrown and ran in. I was detected almost right away, but I saw the mayor a few tiles away. I dashed towards him, and (this time luck was on my side) I stabbed him in the chest, piercing his heart and both lungs. I twisted the spear once to make him pass out, pulled the spear out and tried to throw it at a guard that was closing in (but missed). The mayor bled to death rather soon. Then I started my daring escape, throwing everybody by the random bodyparts I grabbed when counterstriking. I managed to reach the safety of the woods and go into hiding.
There's gotta be a whole lot of mentions about me in the Legends! <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
Started off an adventure game. Raided a local goblin fortress. My character got his scimitar stuck in a guard's SKULL and, while trying to free it, grabbed the second guard by the arm. Said character BROKE the goblin's arm ONE HANDED, and then proceeded to rip it off. All while both gobbos are vomiting and spewing blood all over him from pain.
After that raid, his name was extended to include 'The Sands of Just Sculptures'. So, I guess that means he was so adept at ripping goblins APART WITH HIS BARE HANDS that he was a sculptor.
I got him killed off by a mace lord. He frightened me.
<!--quoteo(post=1675162:date=Apr 6 2008, 08:49 PM:name=cshank4)--><div class='quotetop'>QUOTE(cshank4 @ Apr 6 2008, 08:49 PM) <a href="index.php?act=findpost&pid=1675162"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This game SCARES me. Started off an adventure game. Raided a local goblin fortress. My character got his scimitar stuck in a guard's SKULL and, while trying to free it, grabbed the second guard by the arm. Said character BROKE the goblin's arm ONE HANDED, and then proceeded to rip it off. All while both gobbos are vomiting and spewing blood all over him from pain. After that raid, his name was extended to include 'The Sands of Just Sculptures'. So, I guess that means he was so adept at ripping goblins APART WITH HIS BARE HANDS that he was a sculptor.
I got him killed off by a mace lord. He frightened me.<!--QuoteEnd--></div><!--QuoteEEnd--> Are you using some kind of mod, or was the talk about ripping limbs off just enriching the truth a little? <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
<!--quoteo(post=1675174:date=Apr 6 2008, 02:10 PM:name=Retales)--><div class='quotetop'>QUOTE(Retales @ Apr 6 2008, 02:10 PM) <a href="index.php?act=findpost&pid=1675174"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Are you using some kind of mod, or was the talk about ripping limbs off just enriching the truth a little? <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Martial Arts mod :3
Edit: Which, I've just found out, allows a person's neck to fly off in a bloody arc... But not their head. :3
I just lost 8 dwarves to a giant cave swallow. It started outside, slaughtering some haulers, I ordered the military to the area, but they seemed more interested in sitting around in the barracks. Eventually the thing got inside somehow, my military still preferred the barracks. Luckily the cave swallow found its way to them.
Great, the cold hearted ######s are refusing to carry "Aban Strokeclasps", their now unconscious hero, 4 feet to a ######ing bed.
<!--quoteo(post=1675181:date=Apr 6 2008, 10:43 PM:name=cshank4)--><div class='quotetop'>QUOTE(cshank4 @ Apr 6 2008, 10:43 PM) <a href="index.php?act=findpost&pid=1675181"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Martial Arts mod :3 Edit: Which, I've just found out, allows a person's neck to fly off in a bloody arc... But not their head. :3<!--QuoteEnd--></div><!--QuoteEEnd--> Is it just me, or does that mod run slower than normal DF? o_O I broke someones neck, but he didn't die. In fact, I'm not sure it had any effect <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> . Breaking the upper spine means death, though.
That mod scares me... I made a goblin character and went to terrorize a human town. I snuck inside a building and found a lone drunk. "Haa, easy prey!", I thought. I hit him a few times (while laughing manically), but then.... I ... <b>humped</b> him... in the head... and poked his left eye out... And he propably didn't like it, since he started doing kung-fu on me. A roundhouse kick, a scissorkick and whatnot. All that remained of me was an unrecognizable fleshy pile of goo.
[edit] ... Okay... . "The Dark elf grabs you by the groin from behind with her right lower arm!" Kinky!
You don't want to know what happened after that, though
<!--quoteo(post=1675197:date=Apr 6 2008, 04:31 PM:name=Retales)--><div class='quotetop'>QUOTE(Retales @ Apr 6 2008, 04:31 PM) <a href="index.php?act=findpost&pid=1675197"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Is it just me, or does that mod run slower than normal DF? o_O I broke someones neck, but he didn't die. In fact, I'm not sure it had any effect <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> . Breaking the upper spine means death, though.
That mod scares me... I made a goblin character and went to terrorize a human town. I snuck inside a building and found a lone drunk. "Haa, easy prey!", I thought. I hit him a few times (while laughing manically), but then.... I ... <b>humped</b> him... in the head... and poked his left eye out... And he propably didn't like it, since he started doing kung-fu on me. A roundhouse kick, a scissorkick and whatnot. All that remained of me was an unrecognizable fleshy pile of goo. [edit] ... Okay... . "The Dark elf grabs you by the groin from behind with her right lower arm!" Kinky!
You don't want to know what happened after that, though<!--QuoteEnd--></div><!--QuoteEEnd-->
Snrrrrrk. Yeah, you die real damn easy in the MAM. But after roundhousing a bear in the face until it ran away, I'll never play adventurer on standard again. >.>
Winter came. 6 Dwarves had the brilliant idea to take advantage of the lower water level in the Zasit Turistatul Memorial Canal to rescue ol' Zasit's remains. Valiant though their effort was, it was ultimately suicidal as 4 of them drowned before some emergency exit ramps were dug out. I ordered all possible entrances to the subterranean canal sealed.
With the recent wave of immigrants Unib "Ringmirrors" Athelonul, fortress founder and legendary miner, became mayor. Dwarven law required that I construct an office and bedroom more befitting someone of her greatness. I was happy to provide the most lavish quarters my fortress had to offer, but before I could even finish engraving her new thrown room she lost the new mayoral election to Kol Kerligmelbil, legendary bone carver. I decided to give her some nice quarters anyway, for all her hard work and dedication. She spends most of her time attending parties at the zoo now, but I'm sure she'll like them. We've got a ######in' zoo by the way. Its so awesome a human baroness merchant stayed behind when the caravan left so that she could admire it some more.
Aban "Strokeclasps" Satdodok got quietly remarried at some point. And she has some friends now, granted they're all hammerdwarves under her command, but still. Also, since a marksdwarf immigrated in the wave I took it as a sign that I should form a permanent marksdwarf squad. I drafted 4 peasants, made up some crossbows and bolts, and built an archery range. With any luck we'll manage to kill the next cave swallow when he finally decides to make his way here from the chasm in search of tasty dwarfburgers.
The fisherdwarves were apparently running out of places to fish, so I ordered the construction of an artificial fishing pond. I have no idea if that will work or not though.
Update: Mayor Kol "Shelltome" Kerligmelbil threw a few tantrums recently. Nearest I can figure he was upset about the lack of a Captain of the Guard to lead our non-existent guard. He injured some people, mostly the hammerdwarves I sent to keep an eye on him, and in an impressive feat of strength totally destroyed some poor engraver's rock cabinet. So, to shut him up, I promoted an immigrant swordsdwarf to Captain of the Guard and, bless his dwarven heart, he immediately beat Mayor Kerligmelbil unconscious and then sentenced him to 76 days in prison.
Apparently, you're in luck with your cave swallows. Mine were far more devious. They'd instead kill some other chasm creature, like a hoary marmot. Since the chasm counted as "indoors" even though it was directly connected to the outdoor areas, one of my dwarves took this as a sign that the corpse must be hauled to a refuse pile, and thus trekked halfway across the map to the chasm that I had assumed was a safe distance away, at which point the cave swallow murdered him. First I ever heard of this was when he died.
A few random things I learned from playing ALOT df recently:
Reclaiming aint worth it, cause it breaks half of the games features (magma proof buildings, certain nobles etc)
To avoid starvation make sure that all "cookable and brewable" items have set cooking to off.
Drawbridges are your friends.
Cage traps can trap nearly everything.
To kill absolutelty everything make a main entrance to your fort, big enough for a wagon and a small back entrance. Secure both with a drawbridge. Make the backentrance as winding and long as possible. Fill it up with traps. In case of a siege raise the drawbridge on the main entrance and lower it on the trap filled backentrance.
If a map has carps abandon fort instantly.
Also: What do elves accept as trade goods? They dont seem not to accept anything made of leather, wood, shell, bones and for some reason also nothing narrow <img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" /> What gives?
'Your Iron Spear has become embedded in the Dwarven child's skull!' 'You twist the Iron Spear around in an attempt to dislodge it.' 'You twist the Iron Spear around in an attempt to dislodge it.' 'You twist the Iron Spear around in an attempt to dislodge it.' '<Some Name>, Dwarven child, has bled to death.'
Not the exact messages, but that's how my latest Adventurer game went. D:
Comments
This just in: The hunter has died from thirst. The Dwarves of Hamlet Mistêmôsed are some cold hearted ######s I tell ya.
They hated him so much, they placed his body as far as they could from the other, less-hated, dwarves.
<img src="http://farm3.static.flickr.com/2147/2365019817_4c33528369.jpg" border="0" class="linked-image" />
This just in: The hunter has died from thirst. The Dwarves of Hamlet Mistêmôsed are some cold hearted ######s I tell ya.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah, there's a certain art to making it so that just the right amount of dwarves have each job type, once you get it down though things work very efficiently. You can also set it so that your dwarves won't try and fetch items that far away from the fort, I haven't played in awhile though so I forget where exactly the setting is.
Also, if one of your dwarves die in an akward place, you can forbid his stuff. Dwarves will not go and touch forbidden items, and in fact they act like they don't even exist. You can forbid individual items by loo[k]ing at them and pressing f . You can also forbid all items in an area using the [d]esignate -> [f]orbid. The latter would be the better one to forbid the dead dwarfs corpse and his stuff.
And when the area is safe, you can reclaim the items with [d]esignate -> re[c]laim (or loo[k] at the item, and press f)
3...
2...
1...
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Fort report on Everarmor, 14th Limestone, 1963, Early Autumn
This season saw the flooding of our farms for the first time in two years. This should quell the complaints I've been receiving from the farmers about not having anything to do. Our food stores had dropped to a manageable level after two years of non-production. I've ordered our cooks to work overtime in an effort to condense the volume down further. A variation of our usual fare of Plump Helmets has been ordered. Hopefully we'll be able to sample the first batch of Sweet Pod brew before too long.
Our first foray into the depths beyond the the magma river begun this year, with the construction of a steel bridge south of our foundries. Preliminary grid exploration has revealed rich deposits of gold and platinum. It will take our miners quite some time to tap out their full extents. We remain optimistic that we will soon strike Adamantite.
Our flagrant bribery of visiting caravans has paid off! This season we were honoured to accommodate a Baron and, *ahem*, the Baroness Consort. Their rooms have been adorned with a great number of exceedingly fine engravings by the legendary artist of Everarmor, Kullet Kollibash and their rooms equipped with furniture of the highest standard of craftsdwarfship, crafted out of native Tower-Cap by our own Dumat Kalurlolor. Truly the beauty of these rooms is unmatched among the kingdoms. Other nobility traveling to our fine city included Rakust Oddomgigin, a Hammerer of some repute.
Last year's addition of a Bookkeeper to our ranks has been both a blessing and a curse. His guidance has allowed us to begin reducing the vast stockpiles of goblin armour outside our fort into iron bars for use in more productive enterprises. The other effect of his presence is the dawn of capitalism on our fine fort. The high standard of living of Everarmor has left many dwarves unable to afford the rent on even our most modest rooms. I have commissioned the construction of some slum housing for those less well earning. A major impediment to my creation of affordable housing is the fact that I am very nearly unable of having beds crafted that are of less than masterpiece quality, setting the baseline quality quite high. A similar problem is being encountered with regards to clothing. The general standard of clothing in Everarmor is terrible. Most dwarves are wearing horribly tattered rags, despite the vast stores of superb Cave Spider Silk and Rope Reed clothing available.
Recent diplomatic relations with our neighboring civilisations has been significantly improved, following the... unfortunate string of massacres visited upon merchant caravans attempting to reach Everarmor at the hands of inconveniently timed goblin sieges. There hasn't been a merchant cart leave Everarmor carrying a single item crafted outside our fine city. Trade agreements, by popular demand, focus heavily on the importation of foreign booze, something many of our brave dwarves take an extensive interest in. The... oddly named human empire, The Confederacy of Tugging, recently sent a diplomat to meet with our nobelry. Discussions went well and much fine dwarven ale was consumed.
Our military forces have been growing steadily, now set at two squads of nine dwarfs of varying ability. The fort's very nearly impregnable lava flood defense has been the cause of the fiery end for many hundreds of invading goblins, trolls, and even the human swordsman, the leader of the nearby goblin civilisation, who led their last ill-fated assault. With defensive power this potent maintaining a full military presence seems a waste of resources at best, and a threat to civic safety at worst. However, we must not grow complacent! Improvements to our defenses are ongoing. At present an invasion including a lava-proof entity such as a golem would ruin us. Also, attacks from within remain a risk.
An attack at the teeth and claws of a Cave Crocodile resulted in the death of a War Dog, and the serious injury of another. Doors and traps have been installed in the area to prevent further incursions. The malady of Edëm Tungigin persists as he collapses unconscious at regular intervals, often during parties, causing much amusement among our fine, fun-loving folk. I fear the day Edëm collapses on a bridge during a cave river flood. The results would no doubt be sobering. But quickly intoxicating after a party is called in honour of his passing.<!--QuoteEnd--></div><!--QuoteEEnd-->
Wrote this at work today. Everarmor forever!
--Scythe--
A cheese maker had apparently become bored with not having any cheese to make and locked herself in the craftsdwarf's workshop with some wood and a limestone block. She emerged several days later having created Dallithsat, a wooden ring with limestone spikes. I must say, it is the finest wooden ring I have ever laid eyes upon, but I cannot imagine that it would be very comfortable to wear.
The trade caravan from Ilras Mis arrived today. I traded all our worthless crafts for some sorely needed booze. They requested several items for next year's trade, but oddly placed a high priority on legwear. They're willing to pay a 105% markup, they say. Is there some sort of pants shortage in the empire? They also commented on the stone stockpile saying that they've never seen so much siltstone in one place before.
I fear that there will be nobles in our next migrant wave. Thats just what I need, ######y demanding worthless nobles. I have begun the design for our new special "nobles' quarters", I just need some way to drain the water...
Edit: The earing has inspired an out of work lye maker, in a coma I might add, to wake up and craft KÃrarner Anil Nog, a naked mole dog short sword with spikes of mountain goat bone and decorated with an image of said earing. This is not the greatest craft in the fortress, this is just a tribute.
I usually send in a team of 7 Miners,Stoneworkers first who dig a fort big enough for 200 dwarfs, a complete economy district and of course fields and irrigation. They then smooth the whole fort.
Once they all have died of hunger I send in 3 farmers, 1 mason, 1 carpenter, 1 woodcutter and 1 mechanic. They setup floodgates, traps, doors and build furniture.
Btw: I noticed that once your fort gets big you better have 1 or 2 dwarfs who do nothing, but hauling food! This seems necessary because dwarfs dont eat food that hasnt been moved to a stockpile first. This knowledge did cost about 12 dwarfs their live <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />
Nha, its not really suicide.
I think of it more like a tau thing.
You know @for the greater good@ and all that bollox. But hey, if my miners could drink from frozen rivers and would be more acceptable when it comes to eating vermin they might not get insane and die from banging their heads on my smooth walls, once the food/booze runs out!
Even worse: I build an perpetuum mobile. Yep, ###### you thermodynamics <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
Btw: I currently have a nice fortress with 80+ dwarfs housing for everyone but for some reason my farmers dont plant seed anymore. When I inspect the farms it says: No seed available, but on the status screen I have 900+ seeds! Those seeds are all underground seeds.
These seeds or in bags and the bags in barrels as it seems. Could that be the problem? And if yes, how do I get my seeds out of the barells/bags and how do I prevent them being put there.
Answers appreciated.
Edit: Arg, solved it. The Farms were dry and I had to irrigate them again. Stupid game should just tellm me that the plot needs irrigation and not that there are no seeds available!
I drafted a squad of hammerdwarves led by the widow Aban Satdodók, they spend most of their time sparring, but I'm sure they'll come in handy soon.
A wooden crown got mixed in with our stone crafts and so we managed to piss off the elven caravan. I'm sure that this, coupled with our extensive deforestation project, will lead to hostilities in one way or another.
A possessed dwarf went mad due to lack of cloth and died. I should really get some cloth. And a peasant managed to die of thirst less than 20 steps from the well. I have constructed a mausoleum to replace the graveyard.
The Human caravan has arrived, and I have ordered our craft stocks brought to the trade depot. Due to lack of bins and ridiculous number of crafts, this is taking an extraordinary amount of time. I have ordered the construction of more bins. I traded the lot for some cloth and booze and meat.
Unfortunately, the site I chose is smack dab on top of a kobold cave. The first thing my settlers see is the Ruler/kobold Spearmaster (legendary). Everyone gets instadrafted, and amazingly they win - at a heavy toll, though. Both dogs and both cats died in the melee, and so did my proficient armor/weaponsmith. Oh well, I guess I'll have to settle for merely decent weapons with my magma smelting operation... wait, where's the magma vent? Where's the damn vent?! YOU SAID THERE WOULD BE A VENT EMBARK SCREEN WHERE'S THE VENT
---
Well damn. Best just to dig down near where I started, then. My trader/expedition leader is heavily injured (moreso than the others anyway), and lying by the exit. Everyone is really upset from the battle just after arriving, and is shouting at him for choosing such a ######ty site to settle at, while he's just lying there, fainting now and then from the pain. My second miner (because the first one is busy being useful, digging out our settlement many z-levels down) feels a bit better from the shouting once the leader managed to stay awake for long enough, and makes himself useful at long last.
My carpenter became an Axedwarf for killing the Ruler I think. He has a long name,
<b>Shem Vabôkstukos Akrulfarashlod Oshot, "Shem Orbsrazor the Tin Creed-One of... something, name too long"</b>, so I'd be glad to honor him a bit extra... But he dies, too. Either from thirst (no water in map; can't give the wounded any help) or from later injuries, I dunno
Anyway, meanwhile Summer has arrived, and a new crisis is rising in the fort - we're running out of food and drink, since I haven't had time to plant anything for the entire season. Fortunately it seems the plants start getting ready in time, though I'm worried that the harvest will be too meager since I only brought 5 spawns.
---
Migrants! Good thing too, since I only have 4 dwarves left - the trader died from his wounds, the carpenter died some other way I can't remember, and the second miner died from kobold fight if I remember correctly. Guess the kobold got some lucky critical hits or something.
With the migrants helping out, things progress faster, and I eventually get a tomb set up for our fallen. Now the next problem rears its ugly head: there are kobolds everywhere outside, and when my dudes run out to get the corpses they get scared and attract the kobolds. One by one they go out and get scared; in an attempt to stop the kobolds from getting inside I draft them so they'll attack them instead, but most of them are crappy and die or get heavily injured and die from thirst later, and with the new bodies, new dwarves run out and attract new kobolds. Soon enough, I'm reduced to a random bystander, one of the migrants I think, and my leet miner, who hasn't gone outside, and finally my <b>kung-fu cook</b>/fisherdwarf (lol useless) who kills several kobolds with his bare hands and earns himself a name:
<b>Tun Asoblelum Dorenâbir Amal, "Tun Boardwane the Diamond Romance of Teaching"</b>
With him taking care of most of the surface level kobolds, the final bodies are entombed, and they all stay inside.
Also traders come and go, but without a depot their wagons have bypassed my inaccessible site. Amazingly, the elven caravan is not carrying 20 logs and 5000 rope reed cloths, but rather only a few logs (I wanted more actually... no trees here either) and then some berries and wooden weapons, arrows, cages.. amazing stuff! For elves, anyway.
---
So my 3 dwarves survive the season, with the third guy whose original job I can't remember becoming my replacement for the second miner (he dies fighting off interrupting kobolds later), and the<b> leet miner</b> going out to slay all the remaining kobold guards that are interrupting the kung-fu cook when he tries to bury the dead, thus getting a name too:
<b>Vabôk Gamilmeng Zèlersebïr, "Vabôk Trustedlashed the Prime Hide"</b>
Migrants arrive, and I find the magma vent by mining in every direction fairly deep underground (in the general portion of the map where the vent was indicated on the embark screen) until I find hot rock, and then just dig upwards. I have never seen a magma vent in a cave like that before, but then I have only seen magma vents on the embark screen that are immediately visible before...
Anyway, it's not very high up, so I decide to use it for a magma moat by making a new entrance at a sufficiently low level, and once that is done, removing the trade depot and other buildings by the original entrance, ultimately sealing it up by building a wall.
I've gotten as far as mining an entrance out and directing some lava towards it when I notice I accidentally mined into an old tunnel! ######! ######! Magma in the corridors!
---
Fortunately it's pretty slow, so I can build walls to seal off the useless tunnel. Unfortunately, a herd of two-humped camels ran into my new entrance and are interrupting everyone and running away from my dwarves endlessly, trampling any civilians in their way (new carpenter dies from his injuries...). Not even my leet miner can beat them, he even gets scared and runs away after taking a beating - twice. This delays the wallbuilding, and I'm getting pretty panicky at this point - the lava is only half a screen away! Fortunately, with my military sicced on the camel that is near the walls, my leet miner builds the walls and we're safe from the lava. Unfortunately, the camel runs around for like half an hour, faster than all my wrestlers and apparently a lot tougher and stronger considering how many of my men the damn thing scares away, even fatally injuring one of them. He later throws a tantrum while lying there dying, in one of the distant corridors I was digging in search of the vent. Screw you too, pal.
By the way, I can't build any beds, because then my kung-fu cook will jump into one and Rest his red-injury lower left arm, and not even get up to drink or eat. Without beds, he works as hard as anyone.
Well... the magma moat is done now, and the trade depot, butchers yard et al have been moved down, and the original entrance sealed. Now I just need to micromanage the beds, get some more migrants so I can make an army tough enough to take on the kobold cave, and then I need to hack myself some water so I can build beds safely. All in all, the most exciting fort I have played. Twice I was reduced to 3-4 dwarves.
Oh and the leet miner and kung-fu cook are lovers. I can't imagine a more appropriate bond.
TL;DR: I settle near a kobold cave and nearly soil my pants because of all the death and accidents.
<!--coloro:#FFFFFF--><span style="color:#FFFFFF"><!--/coloro-->Chapter II: Dwarf Fortress<!--colorc--></span><!--/colorc-->
<!--coloro:#C0C0C0--><span style="color:#C0C0C0"><!--/coloro-->Histories of Accidents and Tragedy<!--colorc--></span><!--/colorc--></div>
The second one wasn't quite as good. I arrived a moment before nightfall. I entered sneakmode right away, and headed upstairs of the inn where the mayors usually hang out. So, I went upstairs and snuck forward, but the mayor and a drunk (also upstairs) started heading for their houses for the night. Now follow me on this one. The situation:
To the south of me, there's the mayor and the drunk, heading towards me. To the west, there's empty space, and to the east there's not enough room to evade them. A few tiles north there's a wall, and the walkway I came through (and the two were heading for) is to the north-west. Something like that:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->_______
++++++| @ = Me
++++| M = Mayor
++++| U = Drunk
@+++| + = Floor
++++| | _ = Walls
MU++|
++++|<!--c2--></div><!--ec2-->
Though there was no chance of getting away in time without jumping (and I didn't think of that then), I headed north. On the next move, the Mayor and the drunk moved next to me, spotted me and attacked. The mayor punched me, and I counterstriked by grabbing him from his leather thong ( ... <_< ) . The drunk moved to the tile south-east of me. I tried to grab the drunk by the leg, but he charged at me, and we tangled together and fell to the level below us. "You maintain possession of the leather thong!". WEDGIE!!!
In the end, I was able to eliminate the mayor (and the drunk) and get away.
[edit] It's done. All the mayors of the human civilization are dead. I witnessed some strange behaviour while I was stalking the last mayor... The inn was SWARMING with people. Mostly peasants and children. It wasn't the capitol of the civilization or anything. I did see a lot of travelling groups on the world map, but I never found out what creatures they were.
So, there was no way to get in undetected, and even though I'm a third stage legendary wrestler, the amount of people would've just overwhelmed me. So I raided the local weaponstore, stole all spears, swords and axes and waited for the mayor to arrive at the inn in the morning <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> . I did manage to hit him with a sword and an axe, but with my luck they did only minor damage. After a few failed attempts of sneaking into the inn (running and hiding again) the crowd was scattered enough for me to make my move. I grabbed a spear I had recently thrown and ran in. I was detected almost right away, but I saw the mayor a few tiles away. I dashed towards him, and (this time luck was on my side) I stabbed him in the chest, piercing his heart and both lungs. I twisted the spear once to make him pass out, pulled the spear out and tried to throw it at a guard that was closing in (but missed). The mayor bled to death rather soon. Then I started my daring escape, throwing everybody by the random bodyparts I grabbed when counterstriking. I managed to reach the safety of the woods and go into hiding.
There's gotta be a whole lot of mentions about me in the Legends! <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
Started off an adventure game. Raided a local goblin fortress. My character got his scimitar stuck in a guard's SKULL and, while trying to free it, grabbed the second guard by the arm. Said character BROKE the goblin's arm ONE HANDED, and then proceeded to rip it off. All while both gobbos are vomiting and spewing blood all over him from pain.
After that raid, his name was extended to include 'The Sands of Just Sculptures'. So, I guess that means he was so adept at ripping goblins APART WITH HIS BARE HANDS that he was a sculptor.
I got him killed off by a mace lord. He frightened me.
Started off an adventure game. Raided a local goblin fortress. My character got his scimitar stuck in a guard's SKULL and, while trying to free it, grabbed the second guard by the arm. Said character BROKE the goblin's arm ONE HANDED, and then proceeded to rip it off. All while both gobbos are vomiting and spewing blood all over him from pain.
After that raid, his name was extended to include 'The Sands of Just Sculptures'. So, I guess that means he was so adept at ripping goblins APART WITH HIS BARE HANDS that he was a sculptor.
I got him killed off by a mace lord. He frightened me.<!--QuoteEnd--></div><!--QuoteEEnd-->
Are you using some kind of mod, or was the talk about ripping limbs off just enriching the truth a little? <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
Martial Arts mod :3
Edit: Which, I've just found out, allows a person's neck to fly off in a bloody arc... But not their head. :3
Great, the cold hearted ######s are refusing to carry "Aban Strokeclasps", their now unconscious hero, 4 feet to a ######ing bed.
Edit: Which, I've just found out, allows a person's neck to fly off in a bloody arc... But not their head. :3<!--QuoteEnd--></div><!--QuoteEEnd-->
Is it just me, or does that mod run slower than normal DF? o_O
I broke someones neck, but he didn't die. In fact, I'm not sure it had any effect <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> . Breaking the upper spine means death, though.
That mod scares me... I made a goblin character and went to terrorize a human town. I snuck inside a building and found a lone drunk. "Haa, easy prey!", I thought. I hit him a few times (while laughing manically), but then.... I ... <b>humped</b> him... in the head... and poked his left eye out... And he propably didn't like it, since he started doing kung-fu on me. A roundhouse kick, a scissorkick and whatnot. All that remained of me was an unrecognizable fleshy pile of goo.
[edit] ... Okay... . "The Dark elf grabs you by the groin from behind with her right lower arm!"
Kinky!
You don't want to know what happened after that, though
I broke someones neck, but he didn't die. In fact, I'm not sure it had any effect <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> . Breaking the upper spine means death, though.
That mod scares me... I made a goblin character and went to terrorize a human town. I snuck inside a building and found a lone drunk. "Haa, easy prey!", I thought. I hit him a few times (while laughing manically), but then.... I ... <b>humped</b> him... in the head... and poked his left eye out... And he propably didn't like it, since he started doing kung-fu on me. A roundhouse kick, a scissorkick and whatnot. All that remained of me was an unrecognizable fleshy pile of goo.
[edit] ... Okay... . "The Dark elf grabs you by the groin from behind with her right lower arm!"
Kinky!
You don't want to know what happened after that, though<!--QuoteEnd--></div><!--QuoteEEnd-->
Snrrrrrk. Yeah, you die real damn easy in the MAM. But after roundhousing a bear in the face until it ran away, I'll never play adventurer on standard again. >.>
With the recent wave of immigrants Unib "Ringmirrors" Athelonul, fortress founder and legendary miner, became mayor. Dwarven law required that I construct an office and bedroom more befitting someone of her greatness. I was happy to provide the most lavish quarters my fortress had to offer, but before I could even finish engraving her new thrown room she lost the new mayoral election to Kol Kerligmelbil, legendary bone carver. I decided to give her some nice quarters anyway, for all her hard work and dedication.
She spends most of her time attending parties at the zoo now, but I'm sure she'll like them. We've got a ######in' zoo by the way. Its so awesome a human baroness merchant stayed behind when the caravan left so that she could admire it some more.
Aban "Strokeclasps" Satdodok got quietly remarried at some point. And she has some friends now, granted they're all hammerdwarves under her command, but still. Also, since a marksdwarf immigrated in the wave I took it as a sign that I should form a permanent marksdwarf squad. I drafted 4 peasants, made up some crossbows and bolts, and built an archery range. With any luck we'll manage to kill the next cave swallow when he finally decides to make his way here from the chasm in search of tasty dwarfburgers.
The fisherdwarves were apparently running out of places to fish, so I ordered the construction of an artificial fishing pond. I have no idea if that will work or not though.
Update: Mayor Kol "Shelltome" Kerligmelbil threw a few tantrums recently. Nearest I can figure he was upset about the lack of a Captain of the Guard to lead our non-existent guard. He injured some people, mostly the hammerdwarves I sent to keep an eye on him, and in an impressive feat of strength totally destroyed some poor engraver's rock cabinet. So, to shut him up, I promoted an immigrant swordsdwarf to Captain of the Guard and, bless his dwarven heart, he immediately beat Mayor Kerligmelbil unconscious and then sentenced him to 76 days in prison.
Reclaiming aint worth it, cause it breaks half of the games features (magma proof buildings, certain nobles etc)
To avoid starvation make sure that all "cookable and brewable" items have set cooking to off.
Drawbridges are your friends.
Cage traps can trap nearly everything.
To kill absolutelty everything make a main entrance to your fort, big enough for a wagon and a small back entrance. Secure both with a drawbridge. Make the backentrance as winding and long as possible. Fill it up with traps. In case of a siege raise the drawbridge on the main entrance and lower it on the trap filled backentrance.
If a map has carps abandon fort instantly.
Also: What do elves accept as trade goods? They dont seem not to accept anything made of leather, wood, shell, bones and for some reason also nothing narrow <img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" /> What gives?
'You twist the Iron Spear around in an attempt to dislodge it.'
'You twist the Iron Spear around in an attempt to dislodge it.'
'You twist the Iron Spear around in an attempt to dislodge it.'
'<Some Name>, Dwarven child, has bled to death.'
Not the exact messages, but that's how my latest Adventurer game went.
D: