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Yet Another Dwarf Fortress Game

Posted: 2007-07-07 01:03pm
by Pollux
Due to a lack of fun stuff to do, I have decided to run a game of Dwarf Fortress akin to that of MRDOD.

As such, I am looking for people to be the unfortunate dorfs who were placed under my watch. :P

Please note I am not nearly as skilled as MRDOD is, so there will be much death amongst the ranks of the Dwarves. :twisted:

Posted: 2007-07-07 07:51pm
by The Vortex Empire
I volunteer.

Posted: 2007-07-07 08:18pm
by Starglider
Sure, sign me up.

Posted: 2007-07-07 08:36pm
by Academia Nut
Oh, what the hell, sign me up too.

Posted: 2007-07-07 09:29pm
by Tasoth
In like sin. Hey, they should make an elven watch tower mod for this...

Posted: 2007-07-07 09:30pm
by bilateralrope
Sign me up.

Posted: 2007-07-07 09:54pm
by Vendetta
Having arrived late to the last party, I will volunteer to be a hardy, if doomed, pioneer on this one.

Posted: 2007-07-08 01:15am
by Pollux
Right then, just one more. 'Til the train wreck leaves town. :twisted:

And behold, the Mythic Realms! (56k no.)
In like sin. Hey, they should make an elven watch tower mod for this...
Actually, Toady is going to add in the ability to play as an Elven Forest Retreat or Human Town eventually. Long way down the road though.[/url]

Posted: 2007-07-08 05:41am
by PeZook
I volunteer to be a brave Dwarven miner who always finds the worst nasties first and dies horribly ;)

Posted: 2007-07-13 11:21pm
by Pollux
Finally got around to it!

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An overview of our stuff. I later got rid of the Plump Helmets, so I could get more booze.

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Welcome to your new home!! MWHAHAHAAHAAA!!

I kid, actually, it's here:

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And we're off!

After months of travel through the wilderness, the Expedition arrives:

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Unfortunately, everyone got utterly smashed directly before the naming ceremony, resulting in... well, at least it's better than "Goatsnuggles". :lol:

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Starglider and Pezook start off mining immediately, hoping to strike an underground river. Meanwhile the others mill around by the entrance. I later got the woodcutter (forgot who that is :P) chopping down some trees. The farmers, mason and mechanic/craftsdwarf later busied themselves with hauling stone to a huge stockpile right outside the entrance.

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Had a bit too much to drink, eh?

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Pezook has gained a level of experience! Woot! I narrowed the shaft into the mine, so the dwarves would reach the water sooner.

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Soon Starglider follows in Pezook's footsteps. Meh. Slacker. :P

Work proceeds normally, with the miners exchanging such banter as:

Starglider: I think I can hear water. Maybe we should stop digging.
Pezook: Shut up.

...

Starglider: I think I can hear water rushing. Maybe we should stop digging.
Pezook: Shut up.

...

Starglider: Yeah, that's definitely water. Maybe we should stop digging.
Pezook: Shut up!

...

Starglider: There's water pouring out from a crack in the rock. Maybe we shou-
Pezook: MY GOD, WHAT MOTHERFUCKING PART OF "SHUT UP" DO YOU NOT UNDERSTAND!?!?!?

*swings pickaxe at wall in frustration*

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Oh shit.

The other dwarves later found Starglider babbling incoherently near the entrance. Deeper inside, there was a corpse. A dwarven corpse.

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After application of large amounts of medicinal alcohol and several heavy whaps on the head with the Hammer of Snap Out Of It-age, Starglider was able to say that Pezook's last words to him were to "Get out, I'll hold it off. He was last seen furiously swinging his pickaxe at the deluge of water in a rage.

The other dwarves unanimously agreed to name the hallway after Pezook, once it was finished. He was also to be entombed in a mausoleum nearby the hallway, so that all who passed through it would be reminded of his sacrifice. Those that weren't drunk blind, that is.

Sadly, now is not the time to mourn. Pezook will be interned in a temporary grave, until the farms are running. Then, a mausoleum fit of one who died battling the evil water, second only to trees and elves in the hatred of the dwarves will be constructed for the passed.

Work slowly picks up and... hey, what's going on? Why aren't yo-

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Oh.

So passes the first working day at Keyruled.

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Posted: 2007-07-14 12:09am
by ColonialAdmiral
Why don't I ever get any flee the mines messages?
whenever I hit its like:
"woopdie fucking doo. You hit the river. Maybee you should build a farm room..."

I'll be in the next immigration wave. If there is room.

Posted: 2007-07-14 02:37am
by PeZook
ColonialAdmiral wrote:Why don't I ever get any flee the mines messages?
whenever I hit its like:
"woopdie fucking doo. You hit the river. Maybee you should build a farm room..."

I'll be in the next immigration wave. If there is room.
You get the "flee the mines!" message if you hit the river when it is overflowing.

Heh heh...that was an awesome death ;)

Though you did make the entrance wide as fuck, you know. Practically invites goblins inside :)

BTW, how do you call up such a neat screen showing you what each of the dwarves is doing? I typically use the job screen to locate individual dwarves, but now that I have 92 residents, it's become a real chore.

Posted: 2007-07-14 09:46am
by ColonialAdmiral
PeZook wrote:Though you did make the entrance wide as fuck, you know. Practically invites goblins inside :)
Hes doing the 6 door thing. You put down two doors, lock them, and then you can put in a second set. add a third set and its six-wide.

I still think a two door system is the best;

Posted: 2007-07-14 10:55am
by Duckie
ColonialAdmiral wrote:
PeZook wrote:Though you did make the entrance wide as fuck, you know. Practically invites goblins inside :)
Hes doing the 6 door thing. You put down two doors, lock them, and then you can put in a second set. add a third set and its six-wide.

I still think a two door system is the best;
1 door system for life yo (literally), when attached to 1-wide corridor.

THIS IS WHERE WE STAND AND FIGHT. THIS IS WHERE THEY DIE.

TONIGHT WE DINE IN OUR LEGENDARY DINING HALL!

[also, I'm awesome at this game? I never noticed. I just tend to have massive luck and a propensity for glossing over mistakes (You'll notice my horribly mangled first farming block).]

Posted: 2007-07-14 11:45am
by Vendetta
MRDOD wrote:
1 door system for life yo (literally), when attached to 1-wide corridor.
I also maintain a one door outer entrance, but allow it to widen into a 5 wide corridor (usually with pillars at regular intervals, for thematic niceness) after a short chokepoint corridor.

Posted: 2007-07-14 01:19pm
by Starglider
MRDOD wrote:1 door system for life yo (literally), when attached to 1-wide corridor.
The advantage of the wide entrance tunnel is that you can put your trading depot inside the mountain, and protect it with locked doors if necessary.

Posted: 2007-07-14 06:18pm
by Tasoth
I've done the one space wide door bit with a widing corridor, firing slits and enough stonefall and arrow traps that anything that makes it through is going to fall to the five other arrow traps I have set up 10 spaces away from the exit door.

Posted: 2007-07-16 02:50am
by PeZook
MRDOD wrote: 1 door system for life yo (literally), when attached to 1-wide corridor.

THIS IS WHERE WE STAND AND FIGHT. THIS IS WHERE THEY DIE.

TONIGHT WE DINE IN OUR LEGENDARY DINING HALL!
I prefer the "Jenkins, there are goblins knocking at the front gates. Let them in, please, and then switch the death-lever" model. So much more efficient.