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OT! Plays Dwarf Fortress: The first autumn has come

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Topic Starter
WitherMite
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The Bad News

Fate has not treated OffhandTopics the Apes of Idiocies very well.

- Xx_LoliMaster69_xX has died
They were hauling recently fell wood when they were attacked viciously by a giant snapping turtle.
When the other dwarves found her she was torn to pieces. She has been laid to rest.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Worse however, is that we have some unwanted visitors. Unfortunately we had barely begun work on the planned entrance to the future fortress, and we would have stood no chance in a fight; outnumbered and unequiped against monsters who dont feel pain.
So we were forced to abandon our animals on the surface and run to the temporary home that we had dug into the dirt, locking the door behind us. Luckily they were unable to break down the jet door.


The army slaughtered every animal we had, the war dogs attempted to fight back, but only managed to dent the head of a single soldier. They chased the camel for 2 whole months, poor thing was dying of infection the entire time. they are just kind of sitting there in the rain now, waiting. Also it rains a lot here.

This is even worse news considering what season it is. We were due a wave of migrants in the fall, and they will only meet their deaths if they show up now. We desperately needed those dwarves too. Not to mention if there was any hope of actually getting a trade caravan from our broken civilization, our new friends will make sure they dont get here. I've created a tavern in hopes that it may attract some wandering adventures who may be able to deal with our friends, but its unlikely.

The Silver Lining


Before the siege the dwarves had set up a farm good enough to feed and provide alcohol for all 6 of them, so they arent in any real danger as it is now, we just have to put the fortress on hold for a bit and are cut off from the outside.

This whole thing has really brought the dwarves of OffhandTopics together. They've had 3 months of free time to just chat, drink, and sing and have all become close friends, kindred spirits, and even lovers. I've honestly never seen dwarves this happy in the face of pure death.

bambinex and the shortest one have found love together. Who knows, maybe it will progress to a marriage?

congrats on the dwarven boyfriend bambinex! did you realize you picked a girl to name btw?

Also, Monica Lewinsky and igorsprite seem to be great candidates for our future hospital, Monica showing great promise as chief medical dwarf and diagnostician, and igorsprite as a surgeon, wound dresser, and bone-doctor.

We may need to rethink our plans for the fortress, the option is always there to dig deeper and take our chances with the monsters lurking in the caverns in hopes that we can find enough resources to retake the surface.

I honestly didn't expect to get enemies this soon, we had really only just put the door on the base and they all come lumbering over the hill to the south. Usually you get at least a year before things show up. Also if I ever do this again, I'm probably not going to use a 32x32 tile set, I just dont like it tbh, and this tileset had a few mods that I'm not a fan of.
Sugar_owo
w o a h
z0z
oh damn my boy got a girlfriend

anyway, probably the best option is to create a hidden base
igorsprite
i want to explore but i don't know what xd
pentaqola
yoooo! i actually wanna join in to this thing :D
Topic Starter
WitherMite
So we have a major choice here.

Do we ignore the things on the surface and despite our limited dwarfpower try and make the fortess anyway, keeping the entrance sealed and ignoring any unfortunate migrants and diplomats that may come while we wait for the undead to wander off? We wont get much done with 6 dwarves and it will give us a bad reputation; meaning we will get less migrants and less valuable trade caravans, but our current dwarves will remain safe.

Or do we try and make a trap for them, digging a long tunnel to somewhere away from the dirt home, luring them in and locking them underground, then, letting them loose into a cave, hoping the wildlife takes care of them, crushing them with a cave in, drowning, or setting traps for them? This carries some risk, since someone has to dig to the surface and run back but we might be able to pull it off before the migrant wave. hopefully.
RhymesWithMash
Traps will always work no matter what you can quote me on this
z0z
that depends, can we survive with just 5 dwarves?

if yes, then we do the latter option
if not, then the former option
Topic Starter
WitherMite
Oh. I just remembered.

drowning wont work unfortunately. they dont need to breathe.

so what kind of trap. do we try and kill them now, taking a bit longer or just lock them away as soon as possible?
igorsprite
lets talk with the group of undeads :v
z0z

igorsprite wrote:

lets talk with the group of undeads :v
they're probably too hostile to listen, let's not risk it
igorsprite

z0z wrote:

igorsprite wrote:

lets talk with the group of undeads :v
they're probably too hostile to listen, let's not risk it
that one have "uwu" in the name so i guess we can talk with him
Topic Starter
WitherMite

igorsprite wrote:

z0z wrote:

igorsprite wrote:

lets talk with the group of undeads :v
they're probably too hostile to listen, let's not risk it
that one have "uwu" in the name so i guess we can talk with him
hmm. seems igorsprite's description may be more apt than we thought.

z0z

igorsprite wrote:

z0z wrote:

igorsprite wrote:

lets talk with the group of undeads :v
they're probably too hostile to listen, let's not risk it
that one have "uwu" in the name so i guess we can talk with him
the dwarves are not furries
Topic Starter
WitherMite

z0z wrote:

igorsprite wrote:

z0z wrote:

igorsprite wrote:

lets talk with the group of undeads :v
they're probably too hostile to listen, let's not risk it
that one have "uwu" in the name so i guess we can talk with him
the dwarves are not furries
I'll let you guys know when I find a beastman, hopefully a friendly one.
igorsprite
why they want to invade us? we don't have nothing
z0z

igorsprite wrote:

why they want to invade us? we don't have nothing
i mean they took over our space
Nuuskamuikkunen

RhymesWithMash wrote:

Traps will always work no matter what you can quote me on this
Hmmm...
Hoshimegu Mio
I think traps would do better as of now.
JustABeginner
I wonder what is this?
igorsprite

z0z wrote:

igorsprite wrote:

why they want to invade us? we don't have nothing
i mean they took over our space
so let's build a cemetery for these undeads, i think they will like
Topic Starter
WitherMite
So what kind of trap? do we try and kill them now, taking a bit longer and risk losing migrants or just lock them away as soon as possible?

If we can kill them we might get their items and the siege will end, allowing us to get the caravan next year. If we keep them alive the siege wont end but if we are fast enough any migrants will be able to get to the fortress and we can kill them later.

also from the DF wiki:
The dead walk. Hide while you still can!

Forms twisted from their nature, legion of the night. What hope remains?

Necromancers will only be able to siege you if you embark in an area near a tower. If no tower is present in the neighbors list, no necromancers will ever besiege your fortress unless you attack them first.

Necromancers will besiege your fortress by sending undead to your fort or even coming themselves. Either way, undead sieges are a guaranteed source of Fun. The undead units will arrive from all sides of the map, slowly meandering towards your fortress. Undead sieges may arrive with as few as one zombie to as many as fifty or more—and if a necromancer is present with them, every dwarf that dies in battle is likely to be revived as a new zombie, complete with all the skills, attributes, and equipment it had in life. The undead in general are serious enemies that one cannot treat like goblin garbage. A legendary squad can take down unarmed zombies in equal numbers, but the large numbers that necromancers can bring are unmatchable. To make things worse, "elite" zombie fighters may carry weapons and armour, a truly terrifying thought were there ever one.

While normally human, goblin and elven invaders usually do not have access to steel (with elves not using metal weapons/armour at all), if the original necromancer of the group (the one who was given the slab during worldgen) was a dwarf, it is not uncommon for the undead invaders to use steel. Yes, that means being invaded by steel clad elven zombies with steel swords, for example.

It is recommended that you have many traps every single trap with the best available materials you could possibly build set in advance, and when the undead legions arrive, shut down everything. Be sure to shut down all of your butcher's shops, crypts, and refuse stockpiles, as necromancers can reanimate armies of body parts to destroy your fortress from the inside. Be also careful with fishery workshops, as reports of mussel shells rising from the dead are fairly common. Necromancers will raise any corpse or corpse part that they see, and simple proximity to undead can cause things like skin and hair to rise and attack the unfortunate butcher. It doesn't really matter how many zombies arrive; if you are not prepared, you will probably get slaughtered, as one zombie can easily become two zombies, then four, then eight and so on. If the zombies cannot attack your dwarves immediately, they will simply mill about on the surface until something living (wild animals included) comes too close or until they are all destroyed. Like other sieges, it is also possible to wait out necromancer sieges, though this can take a year or more. When fighting zombies that used to be your own dwarves, be sure not to let anyone who knew that dwarf fight them—it generates a strong negative thought on top of the reduction to sanity caused by fighting the living dead. Use blunt weapons whenever possible—a mangled corpse is one that will stay dead, and with no functioning organs to damage, the only other way to stop them is through decapitation or bisection.

Undead sieges can attack your fortress at any time, including before the second spring's elven caravan arrives, or even before the first dwarven caravan arrives in the fall of your first year (thus preventing its arrival). The number of undead sent will depend on your wealth and population, and early sieges tend to have as few as 3 undead—but can cause very much cheesy fun if a lone necromancer accompanies them (which isn't uncommon).

If experiments are brought along, the latter message will be shown. Sometimes these "sieges" of experiments will be very small, consisting of only a few experiments and no necromancer.

no wonder they showed up so soon, good thing there isn't a necromancer with them this time.
igorsprite

WitherMite wrote:

So what kind of trap? do we try and kill them now, taking a bit longer and risk losing migrants or just lock them away as soon as possible?
the most simple trap, i think they are dumb because they are invading us for no reason
z0z

igorsprite wrote:

WitherMite wrote:

So what kind of trap? do we try and kill them now, taking a bit longer and risk losing migrants or just lock them away as soon as possible?
the most simple trap, i think they are dumb because they are invading us for no reason
they wouldn't invade for literally no reason
igorsprite

z0z wrote:

igorsprite wrote:

WitherMite wrote:

So what kind of trap? do we try and kill them now, taking a bit longer and risk losing migrants or just lock them away as soon as possible?
the most simple trap, i think they are dumb because they are invading us for no reason
they wouldn't invade for literally no reason
that's why we should ask
z0z

igorsprite wrote:

z0z wrote:

igorsprite wrote:

WitherMite wrote:

So what kind of trap? do we try and kill them now, taking a bit longer and risk losing migrants or just lock them away as soon as possible?
the most simple trap, i think they are dumb because they are invading us for no reason
they wouldn't invade for literally no reason
that's why we should ask
they're too hostile to ask
igorsprite

z0z wrote:

igorsprite wrote:

z0z wrote:

igorsprite wrote:

WitherMite wrote:

So what kind of trap? do we try and kill them now, taking a bit longer and risk losing migrants or just lock them away as soon as possible?
the most simple trap, i think they are dumb because they are invading us for no reason
they wouldn't invade for literally no reason
that's why we should ask
they're too hostile to ask
so we're going to be too hostile to be invaded >:(
z0z

igorsprite wrote:

z0z wrote:

igorsprite wrote:

z0z wrote:

igorsprite wrote:

WitherMite wrote:

So what kind of trap? do we try and kill them now, taking a bit longer and risk losing migrants or just lock them away as soon as possible?
the most simple trap, i think they are dumb because they are invading us for no reason
they wouldn't invade for literally no reason
that's why we should ask
they're too hostile to ask
so we're going to be too hostile to be invaded >:(
they'll probably take that as a threat and attack harder
igorsprite

z0z wrote:

igorsprite wrote:

z0z wrote:

igorsprite wrote:

z0z wrote:

igorsprite wrote:

WitherMite wrote:

So what kind of trap? do we try and kill them now, taking a bit longer and risk losing migrants or just lock them away as soon as possible?
the most simple trap, i think they are dumb because they are invading us for no reason
they wouldn't invade for literally no reason
that's why we should ask
they're too hostile to ask
so we're going to be too hostile to be invaded >:(
they'll probably take that as a threat and attack harder
and we will defend harder
z0z

igorsprite wrote:

z0z wrote:

igorsprite wrote:

z0z wrote:

igorsprite wrote:

z0z wrote:

igorsprite wrote:

WitherMite wrote:

So what kind of trap? do we try and kill them now, taking a bit longer and risk losing migrants or just lock them away as soon as possible?
the most simple trap, i think they are dumb because they are invading us for no reason
they wouldn't invade for literally no reason
that's why we should ask
they're too hostile to ask
so we're going to be too hostile to be invaded >:(
they'll probably take that as a threat and attack harder
and we will defend harder
we have only 6 people, they have a lot more, it's better to just set something and go
Topic Starter
WitherMite
Now im tempted to make a backup, open it up and have the dwarves just walk outside.
[RUE]Bambinex
F for Xx_LoliMaster69_xX and I got a boyfriend uwu

anyway we should try to make a trap. What kind of trap, idk, but trap.
z0z

bambinex wrote:

F for Xx_LoliMaster69_xX and I got a boyfriend uwu

anyway we should try to make a trap. What kind of trap, idk, but trap.
deep hidden holes with spikes at the bottom?
RhymesWithMash

bambinex wrote:

anyway we should try to make a trap. What kind of trap, idk, but trap.
Well, there are three male dwarves and we now have spare girl clothes (rip Xx_LoliMaster69_xX)...
I think it's clear what kind of trap we need to make.
igorsprite

z0z wrote:

bambinex wrote:

F for Xx_LoliMaster69_xX and I got a boyfriend uwu

anyway we should try to make a trap. What kind of trap, idk, but trap.
deep hidden holes with spikes at the bottom?
ok, let's follow that plan
Topic Starter
WitherMite

igorsprite wrote:

z0z wrote:

bambinex wrote:

F for Xx_LoliMaster69_xX and I got a boyfriend uwu

anyway we should try to make a trap. What kind of trap, idk, but trap.
deep hidden holes with spikes at the bottom?
ok, let's follow that plan
k, ill do something similar to that, since things in this game wont just walk into a hole and you cant hide them, though they will walk headfirst into a weapon trap filled with spikes and maces, or a stone deadfall trap.

also, I'll continue tomorrow, I'm too tired today.
Topic Starter
WitherMite
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Update #2


We can hear birds chirping aboveground, and bees buzzing around; spring is here and we are still trapped in our dirt halls. Nothing of much note happened the past 6 months, so I don't think this is deserving of a new thread. The undead army is still lurking on the surface.
Work has begun on the trap hall:


The plan is for a brave dwarf to go and break to the surface, then run back, locking the door behind them so that the undead have to go through the winding hallway filled with traps, then before they reach the end, providing they aren't dead yet, lock them in there. hopefully they die trying to get through the hallway, but in the event they dont we will have the surface back at least and can kill them later.

In other news: no sign of any migrant waves, however a human merchant showed up, being promptly attacked and managing to take a pikeman down with them before dying. hopefully the humans dont blame us for their death, we are barely surviving our war with the necromancers.

While mining the trap hall we have also struck veins of galena; lead-silver ore, this is great news as silver makes for great maces and warhammers, and blunt weapons are the best bet against an undead foe.
Hoshimegu Mio
Mine the galena?
z0z
who the bravest one in the group?
igorsprite

z0z wrote:

who the bravest one in the group?
Class Without the 'Cl'
z0z

igorsprite wrote:

z0z wrote:

who the bravest one in the group?
Class Without the 'Cl'
would it be a good idea to send them?
igorsprite

z0z wrote:

igorsprite wrote:

z0z wrote:

who the bravest one in the group?
Class Without the 'Cl'
would it be a good idea to send them?
yes
Topic Starter
WitherMite
hold on i'll get a list of the jobs they do, or will eventually be good at. I wont say any of them are expendable per se, but there are definitely dwarves who shouldnt die yet.

bambinex: mining, woodcrafting, cooking, plant gathering (foraging)

F: woodcutting, animal care, farming

Monica Lewinsky: carpentry, masonry, animal training, diagnosis, wound dressing, mechanics

igorsprite: surgery, bone setting, suturing, butchery, tanning

Class Without the "Cl": wood burning, brewing (they all suck at this btw, this dwarf is just the least bad, and someone's gotta do it.), mechanics

the shortest guy: mining, woodcrafting, stone detailing, stonecrafting
z0z
we should send either monica or bambinex because they're both agile, reducing the risk of death
preferably, we should send monica since she's more agile that bambinex
or we should send bambinex because her jobs aren't as important?
Topic Starter
WitherMite

z0z wrote:

we should send either monica or bambinex because they're both agile, reducing the risk of death
preferably, we should send monica since she's more agile that bambinex
bambinex is already miner though, so maybe its best to pick her, I'd need to get the miners to drop their pick if we send someone else, and thats not super easy tbh.

YyottaCat wrote:

Mine the galena?
yea, we will, just right now I have everyone working on getting the trap done so we can get enough population to support a metal industry. got everyone working mechanics so we can get the traps built faster
z0z

WitherMite wrote:

z0z wrote:

we should send either monica or bambinex because they're both agile, reducing the risk of death
preferably, we should send monica since she's more agile that bambinex
bambinex is already miner though, so maybe its best to pick her, I'd need to get the miners to drop their pick if we send someone else, and thats not super easy tbh.
sure, let's send bambinex
Hoshimegu Mio
I love how bambinex is a female.
igorsprite
bye bambinex ;.;
Topic Starter
WitherMite
they'll most likely be fine, probably
Hoshimegu Mio
Do they have farming set up yet?
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