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Dwarf Fortress => DF Community Games & Stories => Topic started by: Immortal-D on January 01, 2015, 05:00:29 pm

Title: [Masterwork Community Fortress] Joyous + Evil = ☼Cage☼ 'Death Incarnate'
Post by: Immortal-D on January 01, 2015, 05:00:29 pm
Chapters
1. Introduction, the fortress is founded amongst bunnies and dead trees (http://www.bay12forums.com/smf/index.php?topic=147150.msg5922349#msg5922349)
2. A year of infrastructure and Giant everythings (http://www.bay12forums.com/smf/index.php?topic=147150.msg5924077#msg5924077)
3. Good looking Fortress! *ignores all previous designs* (http://www.bay12forums.com/smf/index.php?topic=147150.msg5933223#msg5933223)
4.  #$%*!! you Pencil_Art, and remember to have !FUN! (http://www.bay12forums.com/smf/index.php?topic=147150.msg5936375#msg5936375)
5. The best Guard Dog ever (http://www.bay12forums.com/smf/index.php?topic=147150.msg5936811#msg5936811)
5. Legendary Tanner, no biggie.  Did I mention the 60-strong invasion? (http://www.bay12forums.com/smf/index.php?topic=147150.msg5939015#msg5939015)
6. Massive Tiger invasion, Skaia being lazy, business as usual (http://www.bay12forums.com/smf/index.php?topic=147150.msg5943067#msg5943067)
7.  I have no clue what's going on, and we're sober (http://www.bay12forums.com/smf/index.php?topic=147150.msg5976644#msg5976644)

Turn List (In progress, pending, completed)
1. Immortal-D
2. SkaiaMechanic
3. Pencil_Art
4. maxcat61
5. mate888
6.

A few guidelines
1. Avoid exploit-trading; primarily Prepared Meals & Wooden Trap components.  A few of these are ok at the begining, but we shouldn't make a habit of it.
2. A few clusters of Traps are an important defense, adding flavor.  Lengthy Trap-hallway mazes should be a weapon of last resort.  We are Dwarves, we can do better.
3. We should strive to keep as many Overseers alive as possible, but not at the expense of the Fortress.  If a few past rulers get eaten, no biggie.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
With a bit of WorldGen trickery, I have a world where Terrifying (maximum Evil) and Joyous (maximum Good) exist side by side.  For some reason, zombifying Giant Eagles seems like a brililiant idea 8)  We'll be using standard Succession rules; 1 year of game time, try to get it knocked out in one or two weeks.  Obviously pictures are welcome, but don't feel you have to document every little thing or write a novel :P  Here is the future Mountainhome of The Trim Planks;
Spoiler (click to show/hide)
Spoiler (click to show/hide)
We have Shallows, Deeps, and a little Soil, but no Flux.  Had to make the embark 3x4 to claim that river tile.  Also note we have a veritable rogue's gallery of nearby civs ;D

Lastly, the world was genned with several of Masterwork's addons-
Harder Smithing; some items may require more than 1 bar
Harder Mining; Adds Coaldust and Warpstone, can be dangerous to the Miners
Harder Learning; Learning is half as fast, makes Guilds more important (but not essential)
Secret !FUN!; :-X

Assuming that our Dwarves are not instantly melted upon setting foot in this tropical forest (which is a very real possibility, Evil Clouds for the win), I'm hoping to get Year 1 completed before the week is out.  A new world may be required if I get destroyed in the first few minutes, but I wanted to get the thread started, this is definitely happening :)  Turns and Dorfing available upon request.
Title: Re: [Masterwork Community Fortress] Joyous + Evil = !FUN!
Post by: HARD on January 01, 2015, 05:27:55 pm
dorf me please, male, some military guy, high willpower if possible, can be some kind of commander
Title: Re: [Masterwork Community Fortress] Joyous + Evil = !FUN!
Post by: Pencil_Art on January 01, 2015, 06:06:24 pm
Also note we have a veritable rogue's gallery of nearby civs ;D

Great! I love having a variety of civs as neighbors! (not sarcasm)
Title: Re: [Masterwork Community Fortress] Joyous + Evil = !FUN!
Post by: Immortal-D on January 01, 2015, 06:23:44 pm
Important update; I got started, and we're not dead yet.  That's actually a big deal when dealing with Evil lands, lol.  Found a good-looking enclosure on the Joyous side of the map, should be able to wall off and secure above ground space for future use.  I won't have much more time to play tonight, just wanted to make sure the Dwarves survived long enough to haul everything inside.  I will make a proper journal when I get home from work tomorrow night, probably finish Saturday afternoon.

dorf me please, male, some military guy, high willpower if possible, can be some kind of commander
You're in luck.  One of the melee-proficient Seven was gifted with precious Embark Points; Novice Speardwarf, Shield User, and Teacher, plus bronze spear & copper shield.
can i be dorfed as a legendary mechanic
We have 2 Engineer's Guild members amongst the Seven, so your Dorf will be put to good use once the Mechanisms and Siege equipment starts building.
Also note we have a veritable rogue's gallery of nearby civs ;D

Great! I love having a variety of civs as neighbors! (not sarcasm)
Ditto :)  Variety is the spice, as it were.  We have equal amounts of friendly traders and !FUN!, should be good times.

Lastly, here is a sample of our future Mountainhome-
Spoiler (click to show/hide)
Title: Re: [Masterwork Community Fortress] Joyous + Evil = !FUN!
Post by: SkaiaMechanic on January 01, 2015, 07:00:58 pm
Aww, that place is adorable! Dwarf me before my turn please. I'll work with whatever I get.

Looks like Fun!
Title: Re: [Masterwork Community Fortress] Joyous + Evil = !FUN!
Post by: Insanegame27 on January 01, 2015, 07:37:01 pm
can i be dorfed as the imperial archer master/animal trainer?
Title: Re: [Masterwork Community Fortress] Joyous + Evil = !FUN!
Post by: riffraffselbow on January 02, 2015, 02:32:45 am
I'd love to be dwarfed as... well... anything!
Title: Re: [Masterwork Community Fortress] Joyous + Evil = !FUN!
Post by: Immortal-D on January 02, 2015, 08:30:27 pm
10th of Granite in the year of Armok 121

Welp, it's official, we're lost.  I suppose that's what I get for trusting our professional engineer Insanegamer27 and all of his ridiculous shortcuts.  Of course I probably should have expected that from such a jittery fellow who actually enjoys fresh air... weirdo.
Spoiler (click to show/hide)
The worst part (aside from that awful sunshine and pesky rabbits) is that we have at most a few week's worth of rations.  Most of the wagon space is taken up by a huge crate of medical supplies, destined for some outpost in the scorching wastelands further North.  Tufted Stockades, I think they called it. (http://www.bay12forums.com/smf/index.php?topic=143405.0)  No help for it now, I suppose.  Whatever explorations they are doing out there, I'm sure they wouldn't be fool enough to stop in the haunted savannah like we were forced to, so I doubt they will miss one measly crate.  We ate most of the seeds on the way here, so I felt obliged to take a proper inventory.  At least then I'll know how long until I starve to death.
Spoiler (click to show/hide)

One of the peasants we dragged along calls himself 'RiffRaff'.  He claims to know a few tricks with a Still, plus stretching out even the scarcest rations into filling biscuits, provided he has a kitchen.  By the looks of him, this fellow knows his way around a dining hall... several times.
Spoiler (click to show/hide)

We may be stranded, but a dwarf never says die!  For we are
Spoiler (click to show/hide)
the mightiest prospectors to ever venture forth, for the glory of The Trim Planks!!  We have picks, animals, and I'm sure those Fluffy Wamblers will make a good stew.  I hereby Armokify this hillside
Spoiler (click to show/hide)

Alright you miserable beards, STRIKE THE EARTH!
Spoiler (click to show/hide)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
It has begun, albeit in my poorly mellow-dramatic attempt at creating a mood :P  Everyone else who requested a Dorfing has been added with the first load of migrants.  Insanegamer, you already asked to be the Mechanic in the interest check thread, so that's what you get (plus I ran out of decent military dorfs).  I am a few days into Summer, I expect to be finished and written Saturday afternoon.  I also added some guidelines to the OP, pretty standard stuff.
Title: Re: [Masterwork Community Fortress] Joyous + Evil = !FUN!
Post by: HARD on January 03, 2015, 06:56:38 am
We need to form some strong team to survive in such a inhospitable environment. I recommend to collect few folks asap when first migrant wave arrive and train them with my mighty... novice speardwarf.
Title: Re: [Masterwork Community Fortress] Joyous + Evil = !FUN!
Post by: Immortal-D on January 03, 2015, 03:37:27 pm
16th Granite, year of Armok 121

Work progresses smoothly, carving out a modest home for our intrepid band.  Seems we're not as far from the haunted savannah as I had originally hoped.  No sooner is the last barrel hauled inside, then the sky is split open.  Literally apparently, for mere Urists from our enclosure is a cursed blood rain.  Thankfully the lads won't get too upset, so long as they aren't caught under it.  As I lay out the designs for a proper dormitory, I ...  Oh sweet Armok, that sound.  That horrible trumpet.  Every Dwarf freezes in their tracks, eyes drawn to the patch of shrubs which separates us from the cursed wastes.
Spoiler (click to show/hide)
Spoiler (click to show/hide)
... don't move.  They can't see us if we don't move.

8th Malachite, year of Armok 121
Thankfully, the demons decided they had better things to do.  Seems the tale of us not dieing horribly en route has reached the Mountainhome, attracting some fool-hardy new Dwarves.  I expected the typical group of useless booze-suckers, seeking easy riches.  I was pleasantly surprised to find that some of them were actually deserving of their own bed.  First is a promising young lady named SkaiaMechanic.  Rather ironic, considering she is actually the quintessential merchant.  Blessed with a platinum tongue, she is quickly established as our Broker & Liaison.
Spoiler (click to show/hide)

We are also fortunate to attract a bit of muscle, and judging by the way the wildlife has been congregating lately, we'll definitely need it soon.  The Dwarf who says his friends nicknamed him 'HARD', and a practicing Hunter who goes by 'Bigheaded'.  They were assigned Military Commander & Lieutenant, creating our first squad of Speardwarves and Marksdwarves, respectively.  Getting them some proper equipment should be a top priority over the coming year.
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Looks like we might actually make it for ourselves out here.

15th Limestone, year of Armok 121
We have yet to uncover any useful metals, just a bit of Aluminum for decoration.  This is due as much to the slow pace of the Miners as anything.  InsaneGamer has done well teaching the other Miner in between his time at the Mechanics Workshop, but he is not a professional.  If we are going to achieve any measure of efficiency, we're going to need Guild instructions.  I order furniture and blocks stockpiled towards a proper Guild Hall.

3rd of Sandst DEAR ARMOK BEHIND YOU!!
Something about this place.  The evil energies which persist just beyond the clearing.  It has warped the local inhabitants, making them gargantuan, almost comically so if they weren't craving the sweet alcohol-enriched flesh of the Dwarves.
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
At least now I know what happened to the Badgerdogs.  Even the Giant beasts seem to know enough to stay away from the blood rain; the dogs thankfully perished on our side of the plains.  Thank Armok for small favors.  The only one to survive is the female we stationed to guard the entrance.  I have ordered our Leatherwing Bats inside for now, and prioritized a large cave for the Boars.
Spoiler (click to show/hide)

2nd Moonstone, year of Armok 121
A caravan has arrived!  Not a moment too soon, I might add (don't tell the lads, but I was forced to water down the booze this past month).  Also, you remember that huge crate of medical supplies taking up most of our wagon?  Turns out some greedy peasant got to it before us.  I unpacked the thing at our new Trade Warehouse, only to find a mere 4 crutches and splints.  No plaster, no medicinal drinks, nothing.  I quietly push the empty crate aside, not wanting to disturb the civilians who are eagerly bringing out assorted gems and trinkets, plus some curious relics uncovered by the Archeologists.  Skaiamechanic proves the worth of her charms, securing us not only a good deal, but a very profitable contract for next year.
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Watching her flatter and chat, it's easy to forget that we're sitting in the middle of a hillside, surrounded by Giant beasts, blood, vomit, and stupid amount of Fluffly Wambler remains.  Seriously, how can something that round have so many bones that are too small to use?
Spoiler (click to show/hide)

28th Obsidian, year of Armok 121
The stockpiles are becoming more organized as our little enclave grows.  The Miners have finally completed the first 2 industrial levels, separating the Craftdwarfship from the more specialized metal & gem industries.  Our only metal continues to be Aluminum; valuable in crafting, worthless for practical matters.  Still, might as well give the Furnace Operators some practice.  Smelting the ores without purifying it first is essentially a waste of resources.
Spoiler (click to show/hide)
We also have a separate pile for cut logs and food on the surface level.  With a bit of effort, we can drain the river one level below, creating a large, secure cistern.  This can in turn be distributed throughout the fortress; personal waterfall, cave-flooding, you name it.  I pause for a moment to indulge in the thought of a waterfall at my personal table.  I am interrupted by a cheering from the Craftdwarves area.
Spoiler (click to show/hide)
Although Kimberlite is supposedly a good stone for holding diamonds, we have found exactly nill, so I'm glad to see some Dwarf putting the extra rocks to good use.  The statue has been placed at the central dormitory for all to enjoy, and perhaps as an inspiration for our future waterfall.  With the basic industry setup and a proper dining hall planned, I decide to retire from the leadership role.  I am content to manage the work orders, leaving direction to another.  Our Broker really does have a way with words, and she isn't half-bad to look at either.  Hmm....

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
And thus ends the first year!  The surviving Badgerdog actually birthed a litter, we have 2 puppies now :)  I forgot to order cloth from the Caravan, so thread is scarce, rope is non-existent.  The Boars & Bats are thriving.  Remember to visit the Kitchens a few times and order 'Shear Creature'.  We'll get wool hair, ivory, and leather from our respective animals.  Also our military is currently in name only, supported by scattered Cage Traps.  Might be worthwhile to send a few Boars to Boot Camp.
We need to form some strong team to survive in such a inhospitable environment. I recommend to collect few folks asap when first migrant wave arrive and train them with my mighty... novice speardwarf.
I had you Dorfed as the starting Speardwarf, then this Migrant shows up with crazy skills.  Since I had not recorded your Dwarf yet, decided being to give you a badass instead of a founder (sorry about the huge screenshot, I'm too sleepy for editing);
Spoiler (click to show/hide)
We should be ok on creature comforts, now we need serious industrial resources and military power.  I leave you with an overview and stocks.  Good luck to my successor :) Click Me! (https://dl.dropboxusercontent.com/u/1503118/Dwarf%20Fortress/Clashing%20Biomes%20year%202%20start.7z)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)

p.s. A note on the Medical Crate.  I like to try a few new items with each embark, b/c Masterwork simply has so much amazing stuff.  Not all of them are winners.  That crate cost 150 points, yielding 2 splits and 2 crutches.  No thread, no traction benches, nothing :-\  Obviously a bug, for future reference.
Title: Re: [Masterwork Community Fortress] Joyous + Evil = Giant Everythings
Post by: SkaiaMechanic on January 04, 2015, 01:02:48 pm
Sounds good! I'll be picking this up today. Looking forward to it!

EDIT: This Fortress is really nice, with quite a bit to build up from!
Title: Re: [Masterwork Community Fortress] Joyous + Evil = Giant Everythings
Post by: Immortal-D on January 05, 2015, 07:13:27 pm
Sounds good! I'll be picking this up today. Looking forward to it!

EDIT: This Fortress is really nice, with quite a bit to build up from!
Glad to hear it :)  Apparently the Mountainhome is in dire need of Figurines, Abacuses, and Hourglasses ???  We should make a mint with the next Dwarven Caravan.  Also, for anyone who is reading this that might be a bit intimidated by Masterwork; in addition to a comprehensive manual, you can find view any Workshop or Reaction to see the necessary reagents.
Title: Re: [Masterwork Community Fortress] Joyous + Evil = !FUN!
Post by: smakemupagus on January 05, 2015, 10:05:03 pm
p.s. A note on the Medical Crate.  I like to try a few new items with each embark, b/c Masterwork simply has so much amazing stuff.  Not all of them are winners.  That crate cost 150 points, yielding 2 splits and 2 crutches.  No thread, no traction benches, nothing :-\  Obviously a bug, for future reference.

The *kobold* version of this reaction seems to be bugged, actually, but I don't see anything obviously messed up in the version shared by dwarf/human.  There's no indication that it was intended to contain traction benches. (2 each cloth, thread, crutch, splint, 1 bar soap.)  So, if you're positive that it didn't create thread or cloth then that is a bug, but at a glance i don't see the problem in the reaction raw.

Code: [Select]
[REACTION:CRATE_MEDICAL]
[NAME:Open crate of medical supplies]
[BUILDING:STORAGE:NONE][BUILDING:GUILD_MERCHANT_N:NONE]
[REAGENT:A:150:BAR:NONE:CREATURE_MAT:MEDICAL_CRATE:SOAP][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
   [PRODUCT:100:2:CLOTH:NONE:CREATURE_MAT:ANIMAL:HAIR][PRODUCT_DIMENSION:10000]
   [PRODUCT:100:2:THREAD:NONE:CREATURE_MAT:ANIMAL:HAIR][PRODUCT_DIMENSION:15000]
[PRODUCT:100:2:CRUTCH:NO_SUBTYPE:PLANT_MAT:ROUGH:WOOD]
[PRODUCT:100:2:SPLINT:NO_SUBTYPE:PLANT_MAT:ROUGH:WOOD]
[PRODUCT:100:1:BAR:NONE:CREATURE_MAT:ANIMAL:SOAP][PRODUCT_DIMENSION:150]
[PRODUCT:0:1:BOULDER:NONE:INORGANIC:ANNOUNCEMENT_CRATEOPEN]
[AUTOMATIC]
Title: Re: [Masterwork Community Fortress] Joyous + Evil = Giant Everythings
Post by: SkaiaMechanic on January 06, 2015, 02:38:03 am
Immortal-D, I really am angry at you.

For a few days now I've been trying to figure out what's wrong with my character. I thought he was glitched with the Trade Depot, but even deconstructing that did nothing. I'll type it up in my report now that I can START PLAYING but just know I hate you just as much. I mean who even does that!?!?

 
Title: Re: [Masterwork Community Fortress] Joyous + Evil = Giant Everythings
Post by: Immortal-D on January 06, 2015, 06:44:32 pm
If you are referring to the fact that I Burrowed you at the Trade Depot, it's your own fault for being such a lazy Dorfette (albeit a hot one).  On a completely unrelated subject, I notice that all of my successors immediately express interest in my demise.  Weird.  On a semi-related matter, I hope Skaia's rather schizophrenic reaction doesn't scare away potential Overseers;
EDIT: This Fortress is really nice, with quite a bit to build up from!
Immortal-D, I am going to murder you in your sleep with your own ≡Pig Tail Fiber Sock≡ for what you have done.

smakemupagus- I will double check if there was any soap or cloth, but I didn't see any.  Regardless, at 150 points, the crate is pretty useless.  You can buy like 10x the materials and make stuff yourself for that much.
Title: Re: [Masterwork Community Fortress] Joyous + Evil = Giant Everythings
Post by: SkaiaMechanic on January 06, 2015, 07:57:16 pm
Okay, okay, sorry for the wait everyone. Between not being able to use my main computer, to my temporary one not being able to run MasterworkDF, it's been taking some time. But hey, an update!

Of course, the first few days playing I kept seeing this:
Spoiler (click to show/hide)
It took me a while to figure out that NO, I couldn't unglitch it because it wasn't a glitch in the first place. I unassigned the burrow for my dwarf. I was so confused that despite having multiple labors on and his own nice office, my dwarf still wouldn't move out of small area.
Spoiler (click to show/hide)

Pulling up the stocks, I was surprised to see we still didn't have a bookkeeper. Checking the noble screen, we were missing a manager, a psychiatrist, and a medical doctor as well. I stuck a novice diagnosis dwarf as lead doctor and forgot about it. I had great social stats, so I just signed myself up for the rest of the positions.
Spoiler (click to show/hide)
Spoiler (click to show/hide)

I also found a large area sectioned off for digging, but there were no notes to say what the purpose of said building was. It appeared he wanted to make it a two story building, but the large pillar in the middle stopped me from making anything of the room.
Spoiler (click to show/hide)
I threw a small shrine to Armok in the corner and left it alone.

Since we had no military area, military storage, hospital, or offices, I built a floor with all those things. I'm the only one that currently has an office. No, a couple of tables and chairs in the middle of a dirt storage room does not count as offices.
Spoiler (click to show/hide)

Let me tell you, it's been really hard keeping up the stocks. I'm in late autumn, no one has shown up since the elves, and three friggin' migrant waves came. There are currently 61 citizens in our fort. Which was good in a way, because since the farmland was built on the other side of the fortress, (You didn't need river water! The top layer was silt loam!) and the same with the river for fishing, I've been working hard at organizing the stockpiles to put everyone to work in someway or another.

Oh, and we're almost out of food and drink due to everyone along with their pets that people bring already adopted, so there's that. On the plus side, we have a ton of barrels and bins now because I was tired of everything scattered everywhere.
Spoiler (click to show/hide)

Really, during updates I love to go through play-by-play examples of our successes and strategies. But honestly? Not much has happened. I mean, some Black Mamba men tried to sneak in, so I sent the militia to beat them to death. It worked pretty well!
Spoiler (click to show/hide)
All of them were chased off or beaten to death. So good times.

What else, what else...oh, right, we struck gold!
Spoiler (click to show/hide)
You might notice the ! of someone working on a very nice artifact. Surrounded by gold, the soon to be legendary crafter ran to the nearby stations and grabbed a bunch of Slag bars, due to a mixup at the smelter. And thus....
Spoiler (click to show/hide)

We had one other artifact made through a possession, but it just used two pieces of rock so it's nothing special. I'm still figuring out the best place to put these two things....maybe the weapon rack in the training room, and the coffer for when we get a mayor?
Spoiler (click to show/hide)

Sure it was raining blood nonstop the entire time, but I just kept everyone out of it so it wasn't a big deal.

Unable to find the dining room, I built one of my own. (It has more tables and chairs now.)
Spoiler (click to show/hide)
Of course, this has made the upstairs food workshops far less efficient (hence the shortage) so I'm digging out a direct path from A to B.


So that's been nice, most of my work has just been redoing some of the stockpiles for better efficiency. It's working better!

I should have my year finished by tomorrow.

It'll probably get exciting soon enough for the future years. We're also trying to train a couple caged animals, but it keeps wearing off so don't uncage them.
Title: Re: [Masterwork Community Fortress] Joyous + Evil = Giant Everythings
Post by: SkaiaMechanic on January 07, 2015, 07:51:57 pm
And I'm finishing the turn up now! And perhaps the end of it all...

As soon as I started playing, I hit a magma lake. Which was surprising, considering I hadn't hit the first cavern yet.
Spoiler (click to show/hide)
Clearing out a room above the lake, a square of Adamantine came into view.
Spoiler (click to show/hide)

Soon after that I noticed the Dwarves' Caravan had already set up shop in the trade depot. Immortal-D, you are forgiven for getting annoyed at my dwarf the broker. I had trouble making him trade as well.
When I did get to trade though, I got some good prices, as well as enough food and booze to hold us for a while.
Spoiler (click to show/hide)

Soon, it hit winter. I did my best to keep everything flowing smoothly. Although some stockpiles could still be optimized.
Yes, it really did appear my turn was uneventful, other than punching a snakeman to death.

Then a small message popped up.
Spoiler (click to show/hide)
So yeah, that seemed....concerning.
Especially since I didn't really have any defenses other than the bridge at the front gate, which he could easily fly over. For a moment he seemed to stand still at the edge of the map, but my hopes were dashed as he suddenly rose a few levels into the air and took off like a bullet towards the courtyard.

He landed in the far corner, inside the gate. Various animals rushed to attack.
Spoiler (click to show/hide)

While the animals distracted him I order for the doors to be sealed. But if he was a building destroyer with Trap_Avoid, he could easily storm the main hallway. I called up my military to stand guard just inside the fortress. They got new weapons, and a bit of armor, but I knew they weren't ready at all.
At the same time, I ordered a two-block wall built quickly behind the main entrance. If we could get it up in time, we'd be safe. Unfortunately, almost everyone was busy at the moment, and not switching their current jobs easily.
Spoiler (click to show/hide)
Still! There is hope yet! The stones I designated are both 4 steps away from the building site...if only I could get masons up to the front.

Meanwhile, the animals understandably were losing their battle. However, they were stalling pretty nicely.
Spoiler (click to show/hide)
But they were soon cut down. With his distractions out of the way, the Plague Wraith took to the air and started moving to my front entrance.
Spoiler (click to show/hide)
By this time my entire military is assembled and waiting. A lone, untrained mason grabs the first block for the wall. Can he do it in time?
After passing the Trade Depot, the three story tall, four-armed skeleton of decease and death landed in front of my entrance. My only hope, was that the Wraith would get distracted and go after a few of the dwarves trapped outside.
Yet.....As I unpaused the game, the the Wraith promptly disappeared from the screen.
Spoiler (click to show/hide)

I checked the sky.
I checked the surrounding area.

And then it hit me.

"No....," I said, "No. Really? REALLY?"

Spoiler (click to show/hide)

Immortal-D had planted about five or six cage traps around the courtyard in random locations. They weren't really at any chokepoints, so I disregarded them, simply making some cages to stop it from yelling at me.
But it was captured. The fortress would live another day.

How anticlimactic.

It hit the last month of the year, so I started mapping out the fortress and the progress I had made.

Top Floor: Farming, Food Processing, and Warehouse
Spoiler (click to show/hide)

2nd Floor down: Military Barracks, Hospital, and Office Rooms
Spoiler (click to show/hide)

3rd Floor Down: Bedrooms and Dining Hall
Spoiler (click to show/hide)

4th Floor Down: All Non-Fueled Craftdwarves Workshops, and Archeology Study
Spoiler (click to show/hide)

5th Floor Down: Metal and Ore Workshops
Spoiler (click to show/hide)

And Far, Far Down, at the Bottom of the Mineshaft: Magma Workshop Room
Spoiler (click to show/hide)
I spent most of the time telling them to keep digging this out despite the heat, so I only got to install a basic smelter and forge, with no stockpiles.

Now all I needed to do was wait until Spring arrived.

Spoiler (click to show/hide)

Wait. What?

Spoiler (click to show/hide)

A single platoon of white tigermen/women. Nothing too bad, but matched against my troops could go either way.
They marched towards the base, catching a few fishermen off guard.
Spoiler (click to show/hide)

By now I had the gate up. But I realized that there was nothing stopping them from simply climbing up on the hill around it and jump down. I set up the army in the courtyard to prepare for the defense.

They moved closer, closer, closer! And as they reached the edge I got a message I didn't expect.

Spoiler (click to show/hide)

I had forgotten about the Dwarven Caravan a long time ago. On the brink of battle, the Liaison saw his chance to get in a word.

When I had exited out, it seemed the moment was lost for the tigermen as well, as they just came down from the cliffs and hung around my front gate.
Spoiler (click to show/hide)

The Liaison gave me a sheet of what they wanted and promptly walked towards the front gate, waiting for it to be opened for him.

The tigermen chased down a couple dwarves trapped outside, killing one and getting a pickaxe to the knee for the tiger to grab the other. The group started hunting the lone miner down and...

Spring Had Arrived.

Have fun finishing up the Siege!

http://dffd.wimbli.com/file.php?id=10394 (http://dffd.wimbli.com/file.php?id=10394)
Title: Re: [Masterwork Community Fortress] Joyous + Evil = ☼Cage☼ 'Death Incarnate'
Post by: Immortal-D on January 07, 2015, 08:10:47 pm
I actually lol'd :D  Brilliant year Skaia.  I have updated the OP.  Also, your first update between 'beat them to death' and 'struck gold' is using the same pic.  Just how far down did you dig?  I didn't think it was actually possible for Candy to exist above the Caverns.  Magma sure, in the right conditions, but not Candy.  Still, well done all around :)  If nobody else wants a shot at this after Pencil, I will take another year.

Edit; I figured out the issue.  I accidentally set the number of Cavern layers to 1 :-[  Good for fps, not so great for !FUN!.
Title: Re: [Masterwork Community Fortress] Joyous + Evil = ☼Cage☼ 'Death Incarnate'
Post by: SkaiaMechanic on January 07, 2015, 08:24:44 pm
Oh, one more funny thing. I don't have a picture for it, but as soon as the Wraith was caged I was able to find it under the Animals tab, showing an ability to be war trained. Sadly, my hopes for the greatest guarddog ever were dashed once it disappeared after assigning someone to him.

Ah well.
Also: Fixed above pic. Thanks!
Title: Re: [Masterwork Community Fortress] Joyous + Evil = ☼Cage☼ 'Death Incarnate'
Post by: Pencil_Art on January 07, 2015, 08:27:46 pm
Dang. No super guard-dog. Downloading and will have the first season sometime soon. Maybe tomorrow, maybe today.
Title: Re: [Masterwork Community Fortress] Joyous + Evil = ☼Cage☼ 'Death Incarnate'
Post by: Pencil_Art on January 07, 2015, 10:06:40 pm
Possible greatest guard-dog ever is still there (you lied to me!).

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler (click to show/hide)
Title: Re: [Masterwork Community Fortress] Joyous + Evil = ☼Cage☼ 'Death Incarnate'
Post by: SkaiaMechanic on January 07, 2015, 10:26:10 pm
I'm happy I was wrong too! It might take QUITE a few years before we can think of letting him out - our trainers are kind of terrible, and for some odd reason our civilization gen'd without knowledge of how to train Plague Reapers: Death Incarnate. Someone should report it to the bug forum. That sorta thing should be standard.
Title: Re: [Masterwork Community Fortress] Joyous + Evil = ☼Cage☼ 'Death Incarnate'
Post by: Pencil_Art on January 07, 2015, 10:28:29 pm
Reverted back to wild state but is being trained. Also those white tigers are getting worryingly close.
Title: Re: [Masterwork Community Fortress] Joyous + Evil = ☼Cage☼ 'Death Incarnate'
Post by: Pencil_Art on January 07, 2015, 10:57:45 pm
Spring, Year 3.

Those White Tigermen and Women are still there... right outside the gates too.

Spoiler (click to show/hide)

??What??

Spoiler (click to show/hide)

Hoorah! We know stuff about plague wraith training!

Spoiler (click to show/hide)

And someone is now attached to their steel mace.

Spoiler (click to show/hide)

Whoops. Sorry about this guys.

Spoiler (click to show/hide)

The seige lifted! Yay!

Spoiler (click to show/hide)

Aaaaaand that was it, really.

Seige lifted, lost a not very good metalcrafter to insanity due to my unattentiveness. Sorry about that. Probably going to build a Temple to Armok and sacrifice him.
Title: Re: [Masterwork Community Fortress] Joyous + Evil = ☼Cage☼ 'Death Incarnate'
Post by: SkaiaMechanic on January 08, 2015, 01:10:57 am
Oh good, the tavern in the dining hall got set up. I started that project just at the end of my turn.

I'm guessing the hungry miner outside with the tigermen died?

And yes....we shall bend the wraith to our wills.
Title: Re: [Masterwork Community Fortress] Joyous + Evil = ☼Cage☼ 'Death Incarnate'
Post by: Pencil_Art on January 08, 2015, 02:40:13 am
Got the miner inside (:P). He survived.
Title: Re: [Masterwork Community Fortress] Joyous + Evil = ☼Cage☼ 'Death Incarnate'
Post by: maxcat61 on January 08, 2015, 10:05:20 am
I'l take the fourth turn if no one else wants to. Never played a fort on Masterwork before, so there should be some fun. How hard could it possibly be?
Title: Re: [Masterwork Community Fortress] Joyous + Evil = ☼Cage☼ 'Death Incarnate'
Post by: Pencil_Art on January 08, 2015, 04:17:43 pm
So as it turns out plague wraiths can't be war-trained. He's tamed now, but can't be war-trained.
Title: Re: [Masterwork Community Fortress] Joyous + Evil = ☼Cage☼ 'Death Incarnate'
Post by: SkaiaMechanic on January 08, 2015, 04:22:02 pm
Can he be a pet to a military dwarf or something? I mean, even if we can't buff up his stats he's still a pretty good fighter.
Title: Re: [Masterwork Community Fortress] Joyous + Evil = ☼Cage☼ 'Death Incarnate'
Post by: Pencil_Art on January 08, 2015, 04:24:21 pm
Could be.
Title: Re: [Masterwork Community Fortress] Joyous + Evil = ☼Cage☼ 'Death Incarnate'
Post by: Meph on January 08, 2015, 06:22:18 pm
What in hell are you doing with that poor thing?
Title: Re: [Masterwork Community Fortress] Joyous + Evil = ☼Cage☼ 'Death Incarnate'
Post by: maxcat61 on January 08, 2015, 06:23:35 pm
It tried to kill them: anything is fair.
Title: Re: [Masterwork Community Fortress] Joyous + Evil = ☼Cage☼ 'Death Incarnate'
Post by: Meph on January 08, 2015, 07:16:25 pm
But... they tamed it?

Thats not how it works.  :-\
Title: Re: [Masterwork Community Fortress] Joyous + Evil = ☼Cage☼ 'Death Incarnate'
Post by: Immortal-D on January 08, 2015, 07:16:39 pm
Max, you've got turn 4.  Can we can an update on our named Dorfs?  Also, it occurs to me if Best Guard Dog Ever follows the same rules as other exotic creatures, he will need retraining every couple of months, at least until we get a breeding pair.  Hmm, maybe the goal of the Fortress should be the taming of as many Giant animals as possible; out-Elf the Elves.
What in hell are you doing with that poor thing?
!SCIENCE!
Title: Re: [Masterwork Community Fortress] Joyous + Evil = ☼Cage☼ 'Death Incarnate'
Post by: maxcat61 on January 08, 2015, 08:01:38 pm
I believe this is what you are thinking, Meph

http://tvtropes.org/pmwiki/pmwiki.php/Main/GoodBadBugs

Matey they need to be immune to cage traps?
Title: Re: [Masterwork Community Fortress] Joyous + Evil = ☼Cage☼ 'Death Incarnate'
Post by: Meph on January 08, 2015, 08:03:46 pm
I believe this is what you are thinking, Meph

http://tvtropes.org/pmwiki/pmwiki.php/Main/GoodBadBugs

Matey they need to be immune to cage traps?
I wont click on that. Its a trap.
Title: Re: [Masterwork Community Fortress] Joyous + Evil = ☼Cage☼ 'Death Incarnate'
Post by: Pencil_Art on January 08, 2015, 09:28:32 pm
Summer, Year 3.

So, migrants arrived, as well as a trader. Who got killed by the second siege to happen.

A Lot of Invaders:
Spoiler (click to show/hide)

Spoiler (click to show/hide)

Other then that, a mood happened, one which will give us a legendary tanner. Which is cool.

Other than that, not much happened at all.
Title: Re: [Masterwork Community Fortress] Joyous + Evil = ☼Cage☼ 'Death Incarnate'
Post by: Pencil_Art on January 09, 2015, 01:55:43 am
Somehow the Plague Wraith got injured. Any tips on how to help it recover?

I will find the culprit.
Title: Re: [Masterwork Community Fortress] Joyous + Evil = ☼Cage☼ 'Death Incarnate'
Post by: SkaiaMechanic on January 09, 2015, 02:00:07 am
No tips, but some of the badgerdogs got a few good bites when they were stalling for time. I bet it's the same one. They were just various swarms "ripped open" whatever that means. I think they'd heal in time?
Title: Re: [Masterwork Community Fortress] Joyous + Evil = ☼Cage☼ 'Death Incarnate'
Post by: Pencil_Art on January 09, 2015, 03:31:02 am
Hmmm. I seem to not be able to run masterwork anymore, after having my computer struggle to work for a bit. Will see if I can solve this. If not, though, I do have the save for year 3 autumn and will be able to upload it.
Title: Re: [Masterwork Community Fortress] Joyous + Evil = ☼Cage☼ 'Death Incarnate'
Post by: HARD on January 09, 2015, 04:11:15 am
Oh make that plague wraith my pet please, i will treat him right, play with him alot throwing him elves heads and prob other parts of their miserable bodies, just imagine dwarf commander leading his squad with death by his side, isnt that epic
Title: Re: [Masterwork Community Fortress] Joyous + Evil = ☼Cage☼ 'Death Incarnate'
Post by: Pencil_Art on January 09, 2015, 04:38:43 pm
Fixed the problem.

Oh make that plague wraith my pet please, i will treat him right, play with him alot throwing him elves heads and prob other parts of their miserable bodies, just imagine dwarf commander leading his squad with death by his side, isnt that epic


Okay.
Title: Re: [Masterwork Community Fortress] Joyous + Evil = ☼Cage☼ 'Death Incarnate'
Post by: Sardeed on January 09, 2015, 05:13:53 pm
Poor little thing,being tamed by the beings it wanted to destroy  :P , on another note, WOW a ultra good and evil embark is kinda awesome and i wanted to ask if you could dwarf me, Name: Sardeed ,male military dwarf, jobname Stonewarden, give him as much armor as possible and the 2 heaviest shields,he is tanki mctanktank 8) if possible turn him later into a Rockmage, He shall be the mountain that stands in the way of all abominations in this world. The enemies shall tremble in fear like turkeys to thanksgiving, and then he will fuck them up,


THATS RIGHT HE FUCKS THE FEAR TURKEY!
Title: Re: [Masterwork Community Fortress] Joyous + Evil = ☼Cage☼ 'Death Incarnate'
Post by: Pencil_Art on January 09, 2015, 05:21:32 pm
Righty-ho. I haven't even dorfed myself yet.
Title: Re: [Masterwork Community Fortress] Joyous + Evil = ☼Cage☼ 'Death Incarnate'
Post by: Immortal-D on January 09, 2015, 07:40:05 pm
Well this should be an interesting start for Maxcat, lol.  Btw, I fixed the WorldGen file so it properly creates Caverns.  Nothing we can do for this world, but maybe next time using Masterwork Reborn (40.23).  If anyone would like the file, just lemme know.
Title: Re: [Masterwork Community Fortress] Joyous + Evil = ☼Cage☼ 'Death Incarnate'
Post by: Pencil_Art on January 09, 2015, 08:13:56 pm
Autumn, Year 3.

Basically about three snatchers arrived, I got some new bedrooms set up and the merchants just made it after the caravan left. What should I request to be imported?

The snatchers were taken down by caravan guards. I am becoming very reliant on caravan guards.

Also, the mood gave us a shell backpack. Cool stuff.

Title: Re: [Masterwork Community Fortress] Joyous + Evil = ☼Cage☼ 'Death Incarnate'
Post by: Pencil_Art on January 10, 2015, 04:32:01 pm
Winter, Year 3.

So they want chopping axes. All I remember. Snapshots aren't working, apologies for that.

Dammit Skaiamechanic! Why do you have to be on break the one time you are really needed in the year?

The merchents left. Mainly requested metal and armor.

We had someone get possessed and he made a kimberlite floodgate.

The White Tigermen invaded again and a hunter is stuck outside.

Good luck with that. In other news, the production of bronze has started.

Save will be up soon.

Save is up!: http://dffd.wimbli.com/file.php?id=10416
Title: Re: [Masterwork Community Fortress] Joyous + Evil = ☼Cage☼ 'Death Incarnate'
Post by: Pencil_Art on January 22, 2015, 03:02:35 pm
Bump?
Title: Re: [Masterwork Community Fortress] Joyous + Evil = ☼Cage☼ 'Death Incarnate'
Post by: maxcat61 on January 22, 2015, 07:18:21 pm
Ok. Will get started on save tonight. Next time, just send a pm.
Title: Re: [Masterwork Community Fortress] Joyous + Evil = ☼Cage☼ 'Death Incarnate'
Post by: Immortal-D on January 22, 2015, 07:26:10 pm
Oh derp.  My fault as well, kinda lost track :-[  Between me having bugged the world gen on this game, plus Masterwork being scary, I thought it was abandoned.  I fixed the Cavern parameters btw, if anyone wants the WorldGen file.  Will get the op updated, if not tonight, then tomorrow.
Title: Re: [Masterwork Community Fortress] Joyous + Evil = ☼Cage☼ 'Death Incarnate'
Post by: maxcat61 on January 22, 2015, 10:32:13 pm
I will be editing this post a lot. I will only post 4 times, once per season.

That said, here are my reactions upon arriving to the fort:

Diary of a Mad Minion
Spring.
All I ever wanted to do was to pet a Plague Wraith. I mean, how many Dwarves have done that and lived? I heard that one had been captured in the north, at the border. As such, I came there as fast as I could. I had to sneak around about 60 Kitties to get into the fort. I guess they want to pet the legendary Wraith too.

As soon as I stepped into the fort, a frazzled looking dwarf said "Hey, are you the new overseer" and then tossed a large purple cap at me with "overseer" written on it. As soon as it touched my head, I suddenly knew things, things about places I had never been, and I only had one thought:

"Why is there only 7 Booze?!"

I decided to see how the militia of the fort is handling, with all the fans outside. Crowd Control would be important with those rabid groupies outside. Unfortunately, it appears that the militia has not been fully equipped, and needs more armor.

Deciding what to do will be a headache. I will deal with it tomorrow. Dang catgirls(and boys).

After some temporal diorentation, I have decided to log the stocks (and no, I do not need the woodcutter's help). Overnight, some no good cheezemaker or gelder drank 3 of the booze, leaving 4 behind.
(http://i.imgur.com/AVUDNCS.png)
Booze levels are so low, dwarves are actively praying for a miracle.
(http://i.imgur.com/HrTfLzE.png)
There are coffins in the hallways
(http://i.imgur.com/X33QstB.png)
This fort needs a miracle.
It has me:

Armok help us all.

Turns out that this fort isn't actually on the edge of destruction.
From what I have been told, The previous overseer ordered just about every industry to be suspended before he left. I quickly told my minions that they could actually work again, so booze levels are at 30 and rising. I also met with the militia, and from what they have told me, they just need equipment. Unfortunately, no one seems to know how to make a nightstick, or a riot shield, so I guess I need to be creative when getting equipment for my Security Dwarves. Bronze is being made down in the magma forges (which were particularly badly designed). I am fixing a mistake that would have let magma crabs and other nasty things in.

There was a lack of trash bins inside the fort: apparently the standard procedure was to dump refuse outside. However, the doors are sealed to keep the Groupies out, so I made an internal trash pit with a triple airlock.

Felsite 19th.
Cat Groupies just left. I guess they got bored or something. A hunter just walked in through the gates. He was rather skinny, almost famished. He said that he had spent a couple of months outside, trapped between the Cats and a locked door. When I asked him how he survived, he told me that he was a magic dwarf, and could turn invisible. He then proceed to vanish, and then drank my secret stash of Sunshine.
(http://i.imgur.com/iOm9rs0.png)
I like where this is going.

Also, it was so Rowdy in the Crowd outside that a ghost died! I wonder where a dead ghost goes to, and if it's remains can be harvested?
(http://i.imgur.com/OhkFW4i.png)

That's all for tonight. I will post more tomarow.
Title: Re: [Masterwork Community Fortress] Joyous + Evil = ☼Cage☼ 'Death Incarnate'
Post by: Immortal-D on January 23, 2015, 07:16:39 pm
Lol Max, I'm looking forward to this.  Please get some overview/status screens when you can, I'm dieing to see what the Fortress looks like these days.  I have updated the op with chapter links.  If nobody else wants a crack at this, I'll take the next turn, see where we stand from there.
Title: Re: [Masterwork Community Fortress] Joyous + Evil = ☼Cage☼ 'Death Incarnate'
Post by: mate888 on January 23, 2015, 07:23:47 pm
If I could be next on the list I would be very grateful.
Title: Re: [Masterwork Community Fortress] Joyous + Evil = ☼Cage☼ 'Death Incarnate'
Post by: Pencil_Art on January 23, 2015, 10:29:19 pm
In case I didn't say this, the Plague Wraith cannot be trained for war or hunting. Sorry about that.

.... The previous overseer ordered just about every industry to be suspended before he left. I quickly told my minions that they could actually work again, so booze levels are at 30 and rising.

I did?!? Sorry about that.
Title: Re: [Masterwork Community Fortress] Joyous + Evil = ☼Cage☼ 'Death Incarnate'
Post by: Immortal-D on January 24, 2015, 09:56:26 am
Pencil_Art you left the Fort with 7 booze? :'(  The row of coffins lining the hallway made me laugh though :)
In case I didn't say this, the Plague Wraith cannot be trained for war or hunting. Sorry about that.
To be fair, I don't think it really needs training.  Just pasture it out front and let it fight the next siege.  Also it occurs to me that we still don't know if the evil portion of our territory is resurrecting.  Should probably figure that out at some point, lol.
Title: Re: [Masterwork Community Fortress] Joyous + Evil = ☼Cage☼ 'Death Incarnate'
Post by: maxcat61 on January 24, 2015, 04:15:46 pm
I am on it. Time to pasture and kill a kitten/puppy.
Title: Re: [Masterwork Community Fortress] Joyous + Evil = ☼Cage☼ 'Death Incarnate'
Post by: maxcat61 on January 25, 2015, 06:29:04 pm
I don't think that I can finish this year. Should I post the save, or should we revert?
Title: Re: [Masterwork Community Fortress] Joyous + Evil = ☼Cage☼ 'Death Incarnate'
Post by: Immortal-D on January 25, 2015, 09:27:00 pm
Well I'm not in any particular hurry.  You've only just started, if you think you can get in some game time over the next 10 days.  If you're going to be without Dwarves for like 2 weeks or more (I shudder to even contemplate that), then mate88 can take over whichever version he wants.
Title: Re: [Masterwork Community Fortress] Joyous + Evil = ☼Cage☼ 'Death Incarnate'
Post by: Immortal-D on February 01, 2015, 02:39:04 pm
Final Diary of Overseer Immortal, 8 Felsite, in the year 124

That's what we get for trying to be nice.  This whole mess started because we were chosen to deliver supplies to some Armok-forsaken output further North.  The world itself knew enough to stay away from these lands; infested as they are with Giant aberrations and unholy weather, even the fabled Cavern creatures saw fit to stay away.  Several prominent Dwarves remain trapped outside, beset by a small army of White Tigerpeople.  Even worse, the Greatest Guard Dog Ever is nowhere to be found.
Spoiler (click to show/hide)

I check in one final time on the Dwarves I have come to call friends.  Though not leaders, they served well in their own right.
Spoiler (click to show/hide)

With death above us, and fiery molten death below us, the choice seems clear.  I have quietly assigned myself a pick, so as not to alarm the others.  I shall end both problems at once.  I am pained that such a noble Fortress should succumb in this fashion, but tis far better than languishing away in purgatory- no purpose, no challenge, no future.  I hear the alarm horns sounding as Tigerpeople swarm through the front doors that were nudged open.  I always thought I would live to see the beach.  As the Tigerpeople swarm downward to share the fate of the Dwarves, I ponder if warm sand would be as pleasing as molten rock.  Perhaps in another life.  I take a degree of comfort in seeing the expression on the Tiger's faces when they spot me, pick raised above a visibly glowing stone.

"You should feel honored" I grin, "For you bare first-hand witness to the heart of the Dwarves".
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Bit of a melodramatic end I admit, but I hate to leave a Fortress in limbo.  With the cave gens botched in this world (my fault) and no prospective signups, I took it upon myself to give the Fortress a proper sendoff.  Thanks to Skaia and Pencil for the laughs :)  Masterwork isn't for everyone.  Still, this was an amusing experiment.  I'm considering modifying my 'extreme biomes' setup to create a beach embark in vanilla DF, since I haven't really played with Climbing yet.  Well, in due time perhaps.
Title: Re: [Masterwork Community Fortress] Joyous + Evil = ☼Cage☼ 'Death Incarnate'
Post by: mate888 on February 02, 2015, 11:29:09 pm
Oh, dang. I think this may be my moment to screw everything up by my sheer idiocy shine!
Title: Re: [Masterwork Community Fortress] Joyous + Evil = ☼Cage☼ 'Death Incarnate'
Post by: mate888 on February 03, 2015, 04:34:15 pm
Soooo... Do I grab Pencil's save or what?
Title: Re: [Masterwork Community Fortress] Joyous + Evil = ☼Cage☼ 'Death Incarnate'
Post by: Immortal-D on February 03, 2015, 07:15:20 pm
Would be nice to see an alternative non-fiery death, lol.  However, between the botched Cavern generation and general lack of interest, I think this Fortress has reached its' end.  If you want, take Pencil's save for a year, we can see what might have come to pass :)
Title: Re: [Masterwork Community Fortress] Joyous + Evil = ☼Cage☼ 'Death Incarnate'
Post by: mate888 on February 03, 2015, 07:22:20 pm
Would be nice to see an alternative non-fiery death, lol.  However, between the botched Cavern generation and general lack of interest, I think this Fortress has reached its' end.  If you want, take Pencil's save for a year, we can see what might have come to pass :)
*Cracks nuckles*
MY BODY IS READY!
EDIT: Apparently I have an old version of MW DF.
I'll change that right away.