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Dwarf Fortress => DF Dwarf Mode Discussion => Topic started by: Loud Whispers on December 24, 2014, 02:18:57 pm

Title: Ravens are murder. [SPOILERS]
Post by: Loud Whispers on December 24, 2014, 02:18:57 pm
Wait, wait, wait. Why the hell do you have a raven stockpile?
THEY QUESTIONED ME

AND NOW IT IS OVER

Spoiler (click to show/hide)

My greatest foe, my carrion swarm who have tormented my skies and my Dwarves since time immemorial have devoured the demon legions which sought to use a pierced adamantine vein as their ticket to the surface. That's right, the undead ravens killed the entirety of the hidden fun stuff. Having not sated their infinite bloodlust however, they have begun to spill through the tube and have swarmed into hell and are ripping the denizens of the underworld alive.

Spoiler (click to show/hide)
NOW THE DEMONS OF THE UNDERWORLD SHALL SHARE IN MY HELL! NOTHING IS WORSE THAN A RAVEN CORPSE! NOTHING!

As an aside, it's possible that I may have driven the raven corpse population to destruction. Should this be true I can always process my domesticated eagles into eagle corpse swarms and continue to plague the underworld with horrible swarms. It won't be the same, but it will be a functional substitute. When caught between the option of colonizing hell or flooding its infinite legion with the dread wrath of the raven I shall stick with the option that is most insulting to demonkind.

On this Christmas Eve be sure to give thanks to the raven flock nearest to you, thanks for it allowing you to live.


_____________________________________________________________________________
*EDIT from the year 2015
This thread has somewhat grown to encompass all that is my Fortress.
Spoiler (click to show/hide)
This is Silentthunders. Please do not feed the ravens, and enjoy your stay.
Title: Re: Ravens are murder. [SPOILERS]
Post by: SOLDIER First on December 24, 2014, 02:20:46 pm
Oh my god.
Title: Re: Ravens are murder. [SPOILERS]
Post by: DanielTDS on December 24, 2014, 02:36:00 pm
Hahahaha. From the series: things you will only see at dwarf fortress! Well done!
Title: Re: Ravens are murder. [SPOILERS]
Post by: Ysyua on December 24, 2014, 02:59:02 pm
Hahahaha just everything about this. Next: take over the HFS with creepy crawler husks.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Aslandus on December 24, 2014, 04:18:32 pm
All you need now is a minecart track set up to dump loads of corpses into hell with a necromancer set to raise them within... eternal siege by the undead horde seems like a grand way to hold off the forces of hell...
Title: Re: Ravens are murder. [SPOILERS]
Post by: Loud Whispers on December 24, 2014, 06:03:53 pm
Hahahaha just everything about this. Next: take over the HFS with creepy crawler husks.
Flying critters work best, ones that crawl on the ground are best suited for roaming tunnels and pipes where the demons' propensity for flying doesn't help them one bit.

All you need now is a minecart track set up to dump loads of corpses into hell with a necromancer set to raise them within... eternal siege by the undead horde seems like a grand way to hold off the forces of hell...
I do not yet have a factory IN hell, but I do have a factory in my dining hall Fortress for domestic processing of corpses and there is currently a factory which is as close to hell as you can get without being in it, being in the hallway that leads to the spire to hell.

Spoiler (click to show/hide)
The domestic factory is just a simple Necrobacon processing facility.
Spoiler (click to show/hide)
Tame animals go in, the bridge goes down covering the drainage stairs whilst letting the river flood the room (it also cleans corpses of any syndromes they are coated in, making them safe for Dwarf handling) and the necromancer reanimates them. From there either the weapon tunnel is opened for the corpses, allowing them to be riddled with bolts and processed in the butchery for meat or the cage trap tunnel is opened to harvest the corpses for war against the demonic filth.
Spoiler (click to show/hide)
There is even room to drop down corpses through the ceiling for reanimation.
Spoiler (click to show/hide)
And if a megabeast corpse is accidentally reanimated the Fort won't experience catastrophic flooding since all possible outflows are covered with drainage which would limit the flooding until such time as the rogue undead can be killed and the winter-freezing would allow repairs to be made.

It's a refined system that is almost entirely complete and optimized. It allows for handling the undead with as much safety as one can possibly expect from deliberately creating an army of muscle and bone opposed to all life.

The other factory on the other hand worked just as well; it just worked so well it's completely lost to the Necromancer Kogan.

Spoiler (click to show/hide)
It's overrun with the undead and full to the brim with the syndromes from 12 forgotten beasts and the HFS. It will take much work trying to take back control of the undead there from Kogan, but for now I'll let him have his fun as he's keeping the demons in a very dire situation. I could always run some water through it to clean the floor of disease (after all, the water will just drain into hell and piss the demons off even more) and might even flush some of the more stubborn undead into hell.

Watching the ravens eat demons is amusing me, though it seems that they are losing a few of their number to particularly resilient dung beetle demons which are also webbers. Losing ravens to the eerie glowing pits is also an issue, once my scout pig has revealed the layout of hell I shall pick a suitable site to begin building a Fortress, floor over all the glowing pits, build a great tower for a necromancer or two and maybe even wall off the entirety of the neutral side of the map so that the demons are always fighting on an evil biome where the corpses naturally reanimate even without necromancer prodding. Then it will be ready for true colonization by the undead and all of demonkind will forever be in a battle for daring to fight the Fortress.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Monk321654 on December 24, 2014, 06:22:46 pm
This is ridiculously metal.
I wish you luck in your quest to pit the legions of the damned versus the legions of the damning.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Loud Whispers on December 24, 2014, 07:25:45 pm
Spoiler (click to show/hide)
Air dropping the scout boar was perhaps a bad idea as it broke half its legs in the drop. It retained consciousness in between extreme pain long enough for the Dwarves to map out the immediate area of hell. It seems that 57 of the demons escaped the massacre orchestrated by the brilliant Necromancer Kogan and are now embroiled in battle with the first wave of undead.

Spoiler (click to show/hide)
I can't quite tell what's going on, but it seems the demons are winning. This is not the best scenario, nor is it the worst. On the one hand it means there are a lot more demons still alive than anticipated, on the other hand it also means that the worst case scenario of a colonization attempt fighting ravens is not likely going to be a problem. Demons are preferable to ravens.
Spoiler (click to show/hide)
The majority of the demons are not caught in the battle, but are instead hovering in the air around the adamantine spire. Demons do not feel fear, so I suspect these demons are either amused at the spectacle of their comrades fighting the ravens and this is entertaining them or they are merely content with guarding the spire so I don't try sending any more creatures down it. This has also meant the boar is still very much alive and it has not yet been discovered by demons. This window of opportunity shall grant me the time needed to build a staircase down to hell from the first spire and establish a beachhead with my specialist team. I already know exactly which Dwarves I want to invade hell with.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Aslandus on December 24, 2014, 10:13:47 pm
I love it, not only are you perfectly content with having a section of your fortress taken by the undead, you are using it as a border guard against the demons...

And then opening the way for colonization in the midst of an undead vs demon war, I am definitely watching this thread and I should really try out starting a fortress near a necromancer tower sometime, it seems like so much fun (normal fun if you're careful, !!Fun!! if you're not)...
Title: Re: Ravens are murder. [SPOILERS]
Post by: Pencil_Art on December 24, 2014, 11:26:07 pm
This is insane. Maybe the boar will be able to scout out more of the Underworld after all.
Title: Re: Ravens are murder. [SPOILERS]
Post by: towersquid on December 25, 2014, 01:03:27 am
This is the ultimate utilization on our flying 'friends', it would be interesting if they got names for killing the demons.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Cyroth on December 25, 2014, 07:31:41 am
I remember that original thread and your other raven "incidents", and now I feel bad for thinking you were insane for having a feud with them.



Late EDIT:
After long thinking I've also decided to sig this gem:
Demons are preferable to ravens.

If that is okay with you, of course.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Dwarf4Explosives on December 25, 2014, 09:34:26 am
PTW. This is perfection.
Title: Re: Ravens are murder. [SPOILERS]
Post by: xaritscin on December 25, 2014, 10:50:22 am
i lost one of my first intents for a sinister fort due to undead ravens, nice thread, it makes me feel relief of seeing the fuckers having another use apart of destroying colonists
Title: Re: Ravens are murder. [SPOILERS]
Post by: Dark One on December 25, 2014, 11:06:08 am
PTW.

i lost one of my first intents for a sinister fort due to undead ravens, nice thread, it makes me feel relief of seeing the fuckers having another use apart of destroying colonists

Happened to me once. I embarked in an evil biome, right near the river. Undead ravens killed my dwarves in a brief moment. They are killing machines!
Title: Re: Ravens are murder. [SPOILERS]
Post by: Sergarr on December 25, 2014, 12:11:26 pm
Another proof that undead are frikking overpowered in DF 0.40.

Nerf pls.
Title: Re: Ravens are murder. [SPOILERS]
Post by: pisskop on December 25, 2014, 12:20:29 pm
Noo!  I like my pulp zombies!  We just need to make them less . . . tough.
Title: Re: Ravens are murder. [SPOILERS]
Post by: xaritscin on December 25, 2014, 12:57:00 pm
Another proof that undead are frikking overpowered in DF 0.40.

Nerf pls.

this
Title: Re: Ravens are murder. [SPOILERS]
Post by: Loud Whispers on December 25, 2014, 02:24:21 pm
I remember that original thread and your other raven "incidents", and now I feel bad for thinking you were insane for having a feud with them.
Nothing is worse than ravens!
This is the ultimate utilization on our flying 'friends', it would be interesting if they got names for killing the demons.
Some of them already had names from having killed Dwarves and there are definitely some demons and ravens that got names from killing the named critters from both sides of the war. I engrave slabs for all named enemies killed in Silentthunders so soon I'll have a full list of all the beasts that died.
If that is okay with you, of course.
Of course!
Another proof that undead are frikking overpowered in DF 0.40.
Nerf pls.
They're .34 undead; it's proof ravens are abominations.

Spoiler (click to show/hide)
The war between the ravens and the demons still continues, it is being prolonged by the webber beetles also webbing all the other demons caught in the maelstrom. It has allowed us to extend the first spire down to the ground and fortify it so it is completely secure. Migrating demons interrupted construction a few times but were all put down.
Spoiler (click to show/hide)
Some of these demons have amazing attack range, more akin to siege engines than crossbows. So far no Dwarvs have been injured except for one Dwarven baby who was with Doc Onul Bloodmachine when she was hacking apart some Gila demons.
Spoiler (click to show/hide)
Asmel will survive, she was taken out of hell by her mother to recover (and it helps that her mother is one of the Fort's two professional doctors).
Spoiler (click to show/hide)
I also recovered her arm and had it reanimated so that when Asmel grows up she can admire her own arm in her bedroom.
Spoiler (click to show/hide)
The boar scout was found, the colonization team will attempt to recover his corpse and give it a proper burial when it arrives.
Spoiler (click to show/hide)
Demons seem intrigued by my construction, visitors frequently appear outside the stairway's exit point and linger for a few days before moving on.

Now that the spire is fully completed the colonization team will be ready to go. Seven Dwarves are being readied for the task to set up a permanent colony, a support team will ensure supplies of limestone and war materiel through a tunnel being dug from the grand stockpiles down to the spire.

Champion Z. Urist Uvash, elite marksdwarf will be on masonry duty.
Spoiler (click to show/hide)
He has killed many, many creatures in his life. He has fought in every single battle in Silentthunders in the front lines. He is the Fort's champion for a reason; alongside Baron Muthkat he is not just one of the toughest veterans of the Fort, he is also a highly skilled teacher. He will have to forgo teaching for a while and go once more to the frontlines.

Vabok Titans Dentedlashed, spearmaster will also be on masonry duty.
Spoiler (click to show/hide)
There are others who have killed more megabeasts and more creatures, but Vabok and Uvash were both blinded by the Forgotten Beast Esp and so will never cancel their duties to go off demon hunting because they cannot see whatever demon is out there attacking them. And should a demon ever try attacking them, aforementioned demon will likely be horribly murdered as these two do not mess around.

Expedition Commander Vabok will personally oversee the defence of the colony herself.
Spoiler (click to show/hide)
She bears the reputation of having held off great enemies in the Fort's past and I don't doubt she will do so here again. Any time an organic demon shows up she will poke it full of holes and cut its head off with either one of her two spears. One is an ornate iron one kept for sentimental reasons, the other is a priceless masterwork adamantine spear forged by Forge Master Olin. She is also bringing her husband along for the project.

Baron Muthkat, originally the second best marksdwarf in the entire Fortress, after Uvash was blinded officially became the most dangerous marksdwarf in the Fort.
Spoiler (click to show/hide)
He has also participated in every battle the Fort's had and has had numerous adventures, ranging from his legendary battle with the moose that cost him some of his teeth, fighting the undead raven swarm unleashed by an infiltrating necromancer which cost him a toe, shooting down an angry undead forgotten beast (and then eating some of it for dinner later) and is a peculiar character always mandating the construction of high boots (presumably the ravens snatching one of his toes has made him particularly paranoid to the dangers of foot injuries). He wears his symbols of office with pride; an artifact adamantine cloak, an artifact adamantine headscarf, an artifact adamantine glove, an artifact adamantine low boot and most importantly the artifact turban 'Silentmuddles,' his crown of glory. He will shoot down any demons which feel too safe in the air and render their so called 'advantage' meaningless.

Captain Nil Erith, the indomitable.
Spoiler (click to show/hide)
She is the Fort's expert on breaking things with hammers and in particular is the Captain of the Sacrificial Constructs, the Fort's hammerdwarf shocktroopers in charge of breaking undead. Her masterwork steel warhammer 'Bearchar' was forged by Forge Master Olin and has tasted many skulls, that is not to say she is without the ability to kill megabeasts. All hammerdwarves and macedwarves are crosstrained in axedwarfship so they are just as capable of bisecting large creatures as they are to cripple them. Fittingly, her masterwork adamantine battle axe forged by Olin has an impractically long name and has also killed many. Captain Erith will make sure that the undead are handled with warhammer precision.

The Fort will also for the fourth time in its 21 year history, if I recall correctly, be releasing the werecivets for war. They will patrol hell and hunt demons and undead that threaten the colony.
W.C. 002-05 Datan will be readied.
Spoiler (click to show/hide)
An elite macedwarf, knife user and also an expert axedwarf Datan has killed many things with his morningstar 'Wingbends' and his silver dagger 'Lusterdrill,' he has yet to use his adamantine battle axe (which was an Olin axe, passed down to 2nd Forge Master Urdim before her death). His shield, 'the master of flame' should keep him safe from being set on fire. The poor Dwarf has not been able to be with his wife for decades since she is one of the Fort's prized Forge Masters and he is a living weapon.

W.C. 002-01 Asmel will also be readied.
Spoiler (click to show/hide)
Asmel, mother of Kivish Scienceborn, in addition to being a highly skilled fighter with the same weapons as Datan is also the Fort's greatest unarmed combat fighter. She has yet to reach legendary biter, but she is close. She has the same weapons as Datan, a morningstar called 'Bulwarkdawns,' a silver dagger called 'the decline of joy' (Asmel is rarely happy these days outside of combat) and is learning fast how to kill things with axes.

Both Datan and Asmel took part in an experiment which tried to infect a number of Dwarves with the werecivet curse that afflicted the captured human Shastol Mongquaka. Half of them did not survive infection. One died from their wounds before the full moon. One was caught outside a containment zone when the full moon struck, killing one Dwarf from the Sacrificial Constructs before being taken down by Captain Nil Erith and killed. One went berserk and was killed by Asmel. Of the final surviving three Sigun could not handle being isolated from the Fort and picked a fight with Datan that Sigun did not win.
Datan and Asmel have endured something I never should have started to begin with. They have lost loved ones in more ways than one because of this experiment; these were Dwarves who I subjected to horrors purely because they were discardable migrants and now that I've known their stories it's honestly the only decision I've ever regretted making in Dwarf Fortress. They are honed killers who suffer no emotional trauma from war or tragedy, they have been driven to nihilism through their live training with the ravens (with such training being the reason why Sigun flipped) and they are forever cursed to be distant from their comrades or else risk bringing death on them both. They are living weapons because every full moon they transform into terrible creatures of the night, civets twisted into humanoid form that crave flesh and blood. This is their most valuable asset because it means that every wound they sustain heals every month. They do not die of thirst or hunger or go insane from fatigue, they are fully refreshed every month. Multiple times in their lives they have led suicidal charges, literally losing arms and legs to lead the way for the Fort (being the only Dwarves I've ever known to charge into a zombie horde supported by necromancers and live), have suffered horrible syndromes inflicted by forgotten beasts and gained mortal wounds numerous times in their lives. Asmel herself was shot in the head by Champion Uvash once during an accidental escape; the bolt broke her skull, but didn't pierce her brain. Datan's battle with Sigun was a duel to the death that left him with broken ribs and a punctured lung. They can be set on fire, crushed, severed and maimed, blinded and bruised - none of this matters as long as they live till the full moon. They are the only things in the Spidery Forest more dangerous than ravens and demons. I expect that once everyone has died from old age or whatever horror is next unleashed on Silentthunders, Datan or Asmel, maybe even both will still be standing.

Selecting these 7 colonists was easy. They are all wearing legendary masterworks and armed with the greatest weapons the Fort owns, many of them forged by the great Forge Master Olin, first Forge Master of the Fort and to date the only Dwarf in Silentthunders to have become legendary in all metalworking disciplines both before and after his sacrifice. They are all legendary in their primary weapon discipline and many are also experts or legendary in their secondary weapon disciplines. Champion Uvash, Baron Muthkat and Commander Vabok are all from the starting 7. Captain Nil Erith is from the 5th migrant wave, Titanslayer Vabok is from the 4th migrant wave and Datan and Asmel are from the second last migrant wave the Fort ever received, migrant wave 8. They will colonize hell on the day immediately after the full moon, giving time for Datan and Asmel to lead the way.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Dwarf4Explosives on December 25, 2014, 04:04:45 pm
Holy shit. I'd give them two days to sustain wounds, so that they'll have taken out more by the time they transform, but that's just me. Also, I just noticed the pun in the title. Nice one.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Ancalagon_TB on December 25, 2014, 05:37:49 pm
:O :O :O :O

This is *amazing* :D :D :D
Title: Re: Ravens are murder. [SPOILERS]
Post by: Tarkakagogue on December 25, 2014, 09:14:09 pm
I am looking forward to reading of your legendary efforts.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Dark One on January 04, 2015, 06:04:24 pm
Any news from the hell colonists?
Title: Re: Ravens are murder. [SPOILERS]
Post by: XXXXYYYY on January 05, 2015, 10:42:21 am
PTW.
Title: Re: Ravens are murder. [SPOILERS]
Post by: drh on January 05, 2015, 02:38:13 pm
Crows, you mean. A group of ravens is an 'unkindness' or 'conspiracy'.

 ;D
Title: Re: Ravens are murder. [SPOILERS]
Post by: red_kangaroo on January 05, 2015, 02:54:51 pm
Also PTW!
Title: Re: Ravens are murder. [SPOILERS]
Post by: Ruhn on January 05, 2015, 02:59:59 pm
Wonderful thread.  D for Dwarf.

Crows, you mean. A group of ravens is an 'unkindness' or 'conspiracy'.

 ;D
This is correct.
Title: Re: Ravens are murder. [SPOILERS]
Post by: mcbucko on January 06, 2015, 09:40:12 am
Wow your werecivets have to be some of the coolest yet most tragic dwarves I have ever read about. You could at least chuck some booze at the poor saps ever once in a while though.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Rolan7 on January 06, 2015, 10:37:30 am
Thanks for sharing this, I never would have expected this from ravens!  Even undead ones.
(Also posting to copy that drown-and-wash setup later...)
Title: Re: Ravens are murder. [SPOILERS]
Post by: Urist McVoyager on January 06, 2015, 11:59:33 am
Posting to watch the undead mayhem unfold.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Magnumcannon on January 06, 2015, 02:02:43 pm
PTW.

Title: Re: Ravens are murder. [SPOILERS]
Post by: Cptn Kaladin Anrizlokum on January 06, 2015, 04:48:25 pm
Ravens!
Title: Re: Ravens are murder. [SPOILERS]
Post by: tonnot98 on January 06, 2015, 05:22:08 pm
This needs to go into the hall of legends.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Pencil_Art on January 06, 2015, 06:02:04 pm
When they successfully colonize Hell.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Urist Mc Dwarf on January 07, 2015, 04:38:51 pm
Kill it with ravens!
Title: Re: Ravens are murder. [SPOILERS]
Post by: tonnot98 on January 07, 2015, 04:51:17 pm
Tell us, what is the name of the fortress?
Title: Re: Ravens are murder. [SPOILERS]
Post by: Galena on January 08, 2015, 07:10:26 am
First, Hell was conquered with a checkerboard. Now, Its not just a game anymore.
Title: Re: Ravens are murder. [SPOILERS]
Post by: IcyTea31 on January 08, 2015, 09:24:17 am
PTW.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Kamamura on January 08, 2015, 09:57:33 am
Somehow, this reminds me a Space Hulk marine chapter.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Loud Whispers on January 08, 2015, 08:05:46 pm
Tell us, what is the name of the fortress?
Silentthunders, FPS deadest of them all.

Wow your werecivets have to be some of the coolest yet most tragic dwarves I have ever read about. You could at least chuck some booze at the poor saps ever once in a while though.
I'd have to work in some way to supply them with their own personal booze. It'd take some time and would complicate things more than 'pull lever, open booze room.' I suppose 'pull lever, drop booze' is possible.

Spoiler (click to show/hide)
A tunnel has been dug direct to hell to facilitate the quick movement of blocks, bolts and booze. Everything is in place for the colonization.

Spoiler (click to show/hide)
There's a wall of demon webs stretching from floor to ceiling that is proving to be a flying hazard for demons. They fly in, fall and don't get back up (because if they do they fly back into the webs until they don't). This does mean there are a fair few demons on the ground that add to the fun.

Any news from the hell colonists?
Spoiler (click to show/hide)
They are ready to move out!
Title: Re: Ravens are murder. [SPOILERS]
Post by: Magnumcannon on January 08, 2015, 08:12:01 pm
I foresee this in the Hall of Legends.
Title: Re: Ravens are murder. [SPOILERS]
Post by: NRDL on January 08, 2015, 08:33:22 pm
PTW
Title: Re: Ravens are murder. [SPOILERS]
Post by: Csponge on January 08, 2015, 09:53:17 pm
Spoiler (click to show/hide)

My fort will never be this great.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Spehss _ on January 13, 2015, 04:51:42 pm
PTW. This is amazing. Everything about this is dwarfy. From the weaponizing undead ravens to fight demons to the pig scout of hell to the tragic backstories and successful weaponization of the werecivets to the forgemaster to the necrobacon factory. This is Dwarf Fortress at its very finest.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Lord_lemonpie on January 13, 2015, 05:01:38 pm
I r8 8/8 m8 it's gr8
Title: Re: Ravens are murder. [SPOILERS]
Post by: Goblins on January 13, 2015, 07:31:09 pm
Very very inspiring.

I'm a bit confused on some parts though.  Since I am not a slang master, what does PTW mean?  For future reference of course...
Title: Re: Ravens are murder. [SPOILERS]
Post by: Aslandus on January 13, 2015, 07:43:30 pm
Very very inspiring.

I'm a bit confused on some parts though.  Since I am not a slang master, what does PTW mean?  For future reference of course...
Post to watch, they don't have anything to add but want to see the story develop
Title: Re: Ravens are murder. [SPOILERS]
Post by: Goblins on January 13, 2015, 08:17:57 pm
Hm... in that case... PTW
Title: Re: Ravens are murder. [SPOILERS]
Post by: Sadrice on January 15, 2015, 01:57:13 pm
It should be pointed out that Posting To Watch is somewhat pointless in Simple Machines forum software.  Click the button marked "Notify", next to "Reply", and you will get the same result without cluttering up the thread.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Magistrum on January 15, 2015, 02:50:10 pm
Ptw is actually important since it plays a role on informing the op that people are expecting more, just don't post only ptw, give a comment too. Ptw is important.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Goblins on January 15, 2015, 02:58:15 pm
Alrighty then...

PTW

Because I want to learn how exactly this will turn out.  I've also been a bad boy and have been killing all trade caravans that come to my fortress.  Now I think I must go and buckle down underneath the soil to keep out of range of my enemies on the surface.  This is really giving me some great ideas! :)
Title: Re: Ravens are murder. [SPOILERS]
Post by: Sadrice on January 15, 2015, 03:00:05 pm
Yeah, that's true, it's a statement of "I like this and would like to read more", so I'm sure people appreciate that sort of thing.  Still, threads filled with "PTW" and not much more annoy me, especially on places like Reddit that have a well developed Save Comment feature.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Dwarf4Explosives on January 16, 2015, 06:41:54 pm
The reason the notify thing isn't done so often is because it'll just send you emails and won't actually make it show up in the "new replies to your posts" section. Also annoying is that you can't stop a topic from being in the new replies section permanently. I posted in some topics on the general discussion board once, and now that's cluttering it up permanently.

At any rate, have the ravens succeeded yet?
Title: Re: Ravens are murder. [SPOILERS]
Post by: Max™ on January 16, 2015, 09:15:22 pm
Hmmm, I assumed it was in some way related to the reporting a post and never used it... I don't actually use the reply button either, as I vastly prefer the quick-reply option.


I also love having blinded veterans building walls in hell because they won't go run off to fight stuff mid-construction... while being totally capable of putting down whatever actually comes to bother them.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Loud Whispers on January 17, 2015, 07:16:37 pm
At any rate, have the ravens succeeded yet?
As far as I can tell all the ravens in hell have been incinerated or lost to the glowing pits. The ones in the Necrofactory are still very much alive (undead?), numbering around 40. The corpse stockpile also has plenty more bodies to process into additional undead. With the arrival of roaming wild demons the clown legion is still the most successful army in hell for now.

Spoiler (click to show/hide)
The Dwarves have removed the injured demons lurking on the grounds of hell with liberal application of axe. I am somewhat concerned by how Erith and E.C. Vabok have been caught in a herd of Shrew fiends' syndromes, with any luck the Dwarf blood they're covered in should shield them from infection.

Spoiler (click to show/hide)
Baron Muthkat's first kill in hell was a salt demon, beheaded with a single bolt to the head. A pleasing start to the hunts.

Spoiler (click to show/hide)
The patrols went as far as the demons beneath the spire; demons on the fringe were baited into the webs and their overall strength was gauged. At 1-3 demons the group handled everything just fine, at 3-6 Datan and Asmel got their arms and spleens broken and the patrol had to withdraw to the spire.

Spoiler (click to show/hide)
Erith also gets kudos for killing a demon by eating it to death.

Spoiler (click to show/hide)
The plans for the bedrooms have been designated above a glowing pit and are being constructed under the dutiful watch of a gila fiend on the hill top 50 paces away and the werecivets on a peninsula to the east.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Pencil_Art on January 18, 2015, 12:25:09 am
Amazing! Colonizing the HFS promises to be a memorable achievement.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Dwarf4Explosives on January 18, 2015, 06:00:44 am
He bit it to death? I think that makes that dwarf the single most badass creature I've seen.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Magistrum on January 18, 2015, 09:35:55 am
Demons probably taste like chicken.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Magnumcannon on January 18, 2015, 09:39:04 am
Demons probably taste like chicken.
Maybe their blood taste like Dwarven Rum.
Maybe their flesh taste like Plump Helmets well-minced with Dwarven Wine minced with Dwarven Sugar.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Magistrum on January 18, 2015, 12:01:36 pm
Indeed, they must be very tasty....  I wonder...
*Grabs +iron pickaxe+ and heads to the city quarry*
Title: Re: Ravens are murder. [SPOILERS]
Post by: Loud Whispers on March 28, 2015, 07:35:54 pm
Spoiler (click to show/hide)
Hell is a rather large place.



The expedition was a complicated success. By definition of colony, I would say this expedition has failed. It seems Hell has decided it will not yield in a day. The colonists did not necessarily fail in their tasks, they did not lose themselves to the glowing pits or the peculiar airs and their vile denizens, they merely failed to set up a permanent colony in hell. I feel it has been a measure of my hubris and my underestimation of the demon threat that allowed me to grow complacent; Dwarves do not quite share the same ferocity as undead ravens. What they lacked in unnatural ferocity they made up for in martial prowess and implacable tenacity - In many rangings the demons were felled, hacked, stabbed, bitten and shot, and I enjoyed with particular relish the sight of Baron Muthkat enjoying a cutting of Gila fiend meat and dwarven wine with the beloved and dear Expedition Commander Vabok, fresh from her slaying of a Sleet Demon.

Spoiler (click to show/hide)

And the foundations of residency in the glowing pit were nearing completion.

Spoiler (click to show/hide)

While above, the Dwarven architects, masons and managers laid the stonework for a citadel, complete with masterwork bridges covering the glowing pit to provide safety for the residency area below.
In a measure of the incredible punishment the Werecivets have dealt with so far; Asmel suffered a fractured shoulder, broken lung, broken left arm, her right leg broken (three times) and Datan had his lower spine broken and both his arms broken so far. They're still very much alive, and have fully recovered to continue fighting - they currently stand at an impasse between two glowing pits, far enough from the masonworks to not pose a threat and close enough to the demons to be a magnet for punishment. They've both also successfully killed a demon each, which is impressive considering they were also competing with the other expedition members for kills.

Spoiler (click to show/hide)

As a curious oddity, a demon was successfully shot out of the slade sky, falling into the eerie glowing pits below. IT'S A LONG WAY DOWN! DON'T LET THE FLOOR HIT YOU ON THE WAY OUT!


...Revelries aside, the astute of you may notice I have been avoiding the subject of failure, and I haven't explained the oddities in the screencaps. The bloody piles of armour on the floor, the presence of auxiliary builders and even children working at the construction site in hell when this was an expedition of only 7. The auxiliaries were brought in after it was deemed that additional dwarfpower would be needed to hasten construction in the face of a demon population whose population is infinite. As the supply lines are incredibly long, this was a necessary evil.

And at last, the tragedies of the expedition. Sending only 7 Dwarves I imagine was a mistake. Would more Dwarves have made it easier? Probably not, but one can only wonder. During the construction of the Citadel de l'enfel a few demons made it past the Werecivet brigade and attacked on two points; a pack of two Shrew fiends attacked Titanslayer Vabok while creatures composed of salt, tarantulas and crystallized poisons tried to breach the spire hatch and so gain access to the rest of the Fort. Baron Muthkat let loose masterwork steel bolts forged from the days of Old Olin, Nil Erith crashed down on the demons with a wall of grit and iron, Commander Vabok left her spear embedded in many demon skulls while Champion Uvash worriedly stood atop the glowing pit, still very blind and incapable of seeing what was going on. This left poor Titanslayer Vabok all alone and outnumbered. As a result he was beaten half to death, left with only half of his lungs functioning and his lower spine fractured.

Spoiler (click to show/hide)

Having contracted what I suspect was Brine Flu, the fell executioner Nil Erith and the shrewd commander Vabok both later died in hell, gasping for air despite being in otherwise prime physical health. Vabok's body was resurrected by the foul necromancy of the land and subsequently shot and successfully moved above ground without further incident. The months-spanning funeral procession that saw Captain Nil Erith and Expedition Commander Vabok interred into the tombspire was lengthened after Titanslayer Vabok also died, succumbing to his extreme injuries.
R. Sakzul was elected mayor while Titanslayer Zuntir Kortinans became Expedition Commander; dissolving 'the sacrificial constructs' as a squad and reforming 'the pleated stakes' and 'the sacrificial constructs' under one command squad. For the first time in 21 years the mayor and commander position was held by two different dwarves. The Fort's elite shocktroopers were only able to attend the first segment of the funeral procession; they remained behind in hell with the Civet brigade to ensure the work continued unthreatened and unabated.
E.C. Vabok is the first of the starting 7 Dwarves to die. Captain Nil Erith is the 2nd of the shocktroopers to die in combat and the 2nd last of all the 2nd wavers to die - only Miner Rith still lives out of all the 2nd wave immigrants. Of Titanslayer Vabok, he had already lost his wife Olon Copperguild and both of his daughters that bore his name. His two remaining children who still live are saddened by the loss of their last parent, and both bare the name Copperguild over Dentedlashed - with his death, the name of Vabok Dentedlashed will fade to legend in the Tombspire.

Spoiler (click to show/hide)

In happier news, a flight of demons has renewed assault on the corpse factory. They have retaken the adamantine spire but have become bogged down in mountains of troglodyte bits, in a few weeks the writhing mass of troglodyte bits should overpower the demons. The ravens themselves are either all dead (and not moving) or congregating behind a certain passageway. Sealed behind stone, planks and a metal grate - dwarven children are told not to venture that way, for beyond that wall things worse than hell still fly.
Title: Re: Ravens are murder. [SPOILERS]
Post by: TheFlame52 on March 28, 2015, 08:02:32 pm
Ah. I will learn from your hubris with my colony.

I'm going to try trapping live demons behind a drawbridge so no more come flying in. At the very least it will decrease the threat.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Aslandus on March 28, 2015, 09:11:27 pm
Play by play expedition into hell: just as dangerous and epic as I imagined it would be
Title: Re: Ravens are murder. [SPOILERS]
Post by: Loud Whispers on March 29, 2015, 03:49:15 pm
The full moon shone high in the sky, the werepossoms and werecivets transformed as they had done every month every year, with one exception.
Spoiler (click to show/hide)
Asmel did not transform - there is a mechanism that can interrupt transformations. Has this been seen before? I can't quite pinpoint what could possibly interrupt the curse, if even just for one month. Both Datan and Asmel were being webbed, however they have been webbed before and that never stopped the transformation from occurring. Perhaps it was that Asmel was being beaten into a bloody pulp before the full moon, though that has also never before stopped the transformation from occurring. Maybe it has something to do with the fact that a demon was throttling Asmel during the full moon, does wrestling interrupt transformation? Perhaps. The good news is that Asmel has since recovered. The bad news is that Datan and Asmel managed to sneak back into the Fortress and in the second month, murder two young Dwarves, savagely mauling and feeding on them - with both being killed when their throats were ripped out by Datan and Asmel respectively. At this point I feel that stage 1 of the colonization effort has been completed and that the Civet brigade can be once more returned to their holding room. The young Dwarves lost were not of any special import other than being Dwarves of Silentthunders... Still, I am acutely aware that this year and the last has already far surpassed the yearly average mortality rate, and this has unsettled me somewhat.

Spoiler (click to show/hide)

And on that note of mortality always being around the corner, a memento morii of death has been installed in Asmel Trammeloars's room just in time for her birthday.

Spoiler (click to show/hide)

I finally got around to installing her own animated severed arm in her bedroom. Hopefully when she grows up she'll appreciate her pet arm; it's a damn shame Toady hasn't gotten around to allowing medical dwarves to reattach limbs - the arm has not rotted one bit, and is in fact even more muscly than when it left little Asmel's body. It would do her good on her body, minus the fact that the arm may still harbour a hatred for everything that lives.

Now that I think about it, there have also been some recent mysterious deaths as of late. Aside from the murdered children who are accounted for, or those who have died to Brine flu, a war boar recently went missing and a seasoned veteran R. Sigun died of unknown causes. Could be nothing, could be a disease spreading or perhaps an escaped zombie or old age and coincidence. It might have been the golden fire slug that was recently killed; if it was, the deaths should stop once the fire slug's corpse is released into hell. Phase 2 of the colonization shall begin in ernest, while the corpse factory in the tunnels is still embroiled in conflict the Citadel should be free, and another corpse factory can be built there for optimum undead colonization. I'm tempted to give pigs the flier tag so I can flood hell with flying war bacon, but I feel that'd be too cheaty.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Insert_Gnome_Here on March 29, 2015, 05:19:04 pm
Urist McWidower cancels ponder weak and weary over many a quaint and curious volume of forgotten lore: interrupted by raven corpse.
Code: [Select]
r
Ω


Title: Re: Ravens are murder. [SPOILERS]
Post by: omega_dwarf on March 29, 2015, 09:37:40 pm
Colonizing the HFS. That thing that I haven't ever done yet. (But always wanted to.)

Defeating the HFS. That other thing. :P

Legendary warrior. One of them. Have I done that...?

I think I'm limited by my insistence on > 60 CPS. (And RL, of course. That's probably the real reason.)

Silentthunders is the bomb. Incredibly impressive. Keep it going!
Title: Re: Ravens are murder. [SPOILERS]
Post by: Dwarf4Explosives on March 30, 2015, 12:20:04 am
Flying war bacon...This is a most glorious concept.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Pirate Santa on March 30, 2015, 02:15:14 am
I finally got around to installing her own animated severed arm in her bedroom. Hopefully when she grows up she'll appreciate her pet arm; it's a damn shame Toady hasn't gotten around to allowing medical dwarves to reattach limbs - the arm has not rotted one bit, and is in fact even more muscly than when it left little Asmel's body. It would do her good on her body, minus the fact that the arm may still harbour a hatred for everything that lives.
Urist McStrangelove cancels sleep: Interrupted by combat
Title: Re: Ravens are murder. [SPOILERS]
Post by: Dwarf4Explosives on March 30, 2015, 09:17:01 am
I finally got around to installing her own animated severed arm in her bedroom. Hopefully when she grows up she'll appreciate her pet arm; it's a damn shame Toady hasn't gotten around to allowing medical dwarves to reattach limbs - the arm has not rotted one bit, and is in fact even more muscly than when it left little Asmel's body. It would do her good on her body, minus the fact that the arm may still harbour a hatred for everything that lives.
Urist McStrangeglove cancels sleep: Interrupted by combat
Fixed that for you.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Spehss _ on March 30, 2015, 10:09:32 am
I finally got around to installing her own animated severed arm in her bedroom. Hopefully when she grows up she'll appreciate her pet arm; it's a damn shame Toady hasn't gotten around to allowing medical dwarves to reattach limbs - the arm has not rotted one bit, and is in fact even more muscly than when it left little Asmel's body. It would do her good on her body, minus the fact that the arm may still harbour a hatred for everything that lives.
Urist McStrangleglove cancels sleep: Interrupted by combat
Fixed that for you.
Fixed that fix for you.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Loud Whispers on March 31, 2015, 11:32:19 am
There is currently a minor problem in that the veteran demons fighting in the corpse factory have failed to die in the 2 year battle and have become legendary unkillable gods of war. I may have misjudged this possible outcome.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Insert_Gnome_Here on March 31, 2015, 11:43:14 am
Hundreds of lead minecarts at max speed?
Title: Re: Ravens are murder. [SPOILERS]
Post by: Cyroth on March 31, 2015, 11:45:42 am
Keep throwing corpses at them until one gets lucky?
That tactic always seems to work against my dwarves when the undead do it.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Aslandus on March 31, 2015, 11:50:43 am
Obsidianizing?
Title: Re: Ravens are murder. [SPOILERS]
Post by: Max™ on March 31, 2015, 12:07:56 pm
Still better than ravens, right?
Title: Re: Ravens are murder. [SPOILERS]
Post by: Loud Whispers on March 31, 2015, 12:36:49 pm
Still better than ravens, right?
Immortal demonic legions of pure carnage or undead ravens.

Yeah, still going to go with the demons.

Keep throwing corpses at them until one gets lucky?
That tactic always seems to work against my dwarves when the undead do it.
Obsidianizing?
Hundreds of lead minecarts at max speed?
Probably not obsidianizing just because that shit's expensive to set up. Corpses isn't working since they've got webbers and firebreathers incapacitating/burning the corpses. Minecarts sound good... Perhaps.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Loud Whispers on April 01, 2015, 11:27:38 am
Spoiler (click to show/hide)
The corpse factory has turned into a silk factory. At the very least once the bastards are all dead my Dwarves should be wearing the finest fire-proof socks around.

Spoiler (click to show/hide)
Not sure how, but a terrible disease has rendered much of the Fort's pig stock unusable while living. It's damaging but nonlethal and rarely affects Dwarves due to an abundance of soap and clean water, but for the war pigs it's devastating and can greatly damage productivity. It causes unconsciousness for a while, but as long as the Dwarf rests and is fed/watered at the hospital they're fine - so far none have died to it. As to how this disease spread, I'm not entirely sure myself. It's unlikely to be a rogue demon on the loose, not enough Dwarves have died recently under suspicious circumstances to warrant a search. Speaking of which, Asmel Trammeloars died under suspicious circumstances; she will not grow old to appreciate her severed arm. Tragic suspicious deaths aside, the pigs are going to be processed into corpses, and their population rebuilt from the sentry pigs unaffected by the syndrome.
Title: Re: Ravens are murder. [SPOILERS]
Post by: TheHossofMoss on April 01, 2015, 05:57:19 pm
You should add this to the Dwarf Fortress Wiki page about Ravens.

Also, posting to watch. This is epic. Thank you for sharing.
Title: Re: Ravens are murder. [SPOILERS]
Post by: bughunter on April 02, 2015, 07:25:56 pm
So beautiful! PTW for sure!
Title: Re: Ravens are murder. [SPOILERS]
Post by: Loud Whispers on April 03, 2015, 04:16:29 pm
We've changed tactics and have begun selecting and sending the toughest corpses we've got stockpiled or stuck in the caverns to fight the demon hordes, fresh from the Hall Corpse Factory. The greatest biological foes of Silentthunders will be revived for battle once more, at least the ones we can still reach. If the needs become dire enough we will begin sending elf corpses in addition to the boar corpses, and there are still some titan-grade corpses in the moose pit that can be utilized (I hesitate to use them as they are prized museum pieces). Currently the Hall Corpse Factory is clogged up with too many war boar corpses, but we successfully harvested the big guys.

At any rate, I feel like this one screenshot accurately portrays the progress we are making.

Spoiler (click to show/hide)
Title: Re: Ravens are murder. [SPOILERS]
Post by: AceSV on April 03, 2015, 09:39:41 pm
there are still some titan-grade corpses in the moose pit that can be utilized (I hesitate to use them as they are prized museum pieces).

Imagine how much more exciting the dinosaur exhibits would be if we had necromancers. 
Title: Re: Ravens are murder. [SPOILERS]
Post by: Dwarf4Explosives on April 04, 2015, 05:09:04 am
You'd need geomancers, not necromancers. Fossils aren't bones, they're basically plaster casts, only with rock instead of plaster.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Aslandus on April 04, 2015, 11:12:49 am
You'd need geomancers, not necromancers. Fossils aren't bones, they're basically plaster casts, only with rock instead of plaster.
Well, they used to be alive and now they're dead so it would necromancers regardless of what the actual material is.
Title: Re: Ravens are murder. [SPOILERS]
Post by: AceSV on April 04, 2015, 06:10:38 pm
Well, I think the argument is that the fossils are no more "dead" than a foot print or skin impression is.  The bones "rot" and get replaced by rock. 

Of course that sort of technical detail could completely topple my otherwise legitimate plan to reanimate dinosaur bones. 
Title: Re: Ravens are murder. [SPOILERS]
Post by: Dwarf4Explosives on April 05, 2015, 03:47:33 am
A paleontologist with some magic skills might work as a reasonable alternative. Just ask them to make a reconstruction of the fossil and voila!
Shameless self promotion: This is, in fact, what I'm trying to implement for Dwarf Fortress from Scratch.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Oblique on April 05, 2015, 09:10:28 am
A paleontologist with some magic skills

Paleomancy. I fully support this exciting new field of research.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Dwarf4Explosives on April 05, 2015, 01:14:51 pm
The sound effect for this kind of magic is *WITTON (http://markwitton-com.blogspot.com)*.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Loud Whispers on April 11, 2015, 02:47:39 pm
Spoiler (click to show/hide)
Cleanup squads were sent down to survey the aftermath and secure the Dwarf Necromancer Kogan, who had spent the past few years alone with corpses and demons in the depths of this corpse factory. The shock troopers were sent alongside all the garrison marksdwarves, just to be safe. They passed the neutralized corpse of lidless titansnakes, piles of melted fiend flesh, pools of multicoloured ichor and the remains of blood and fat and bone that had vaporized into salt and ash on the walls. There were even corpses of creatures whose fingers could easily fit a whole dwarf in their grasp. Thankfully, those ones were dead. The Dwarven military force was fully armored and clothed, each Dwarf covering their heads in hoods, their feet in socks and their hands in gloves to make sure that even through their armour contact with the pooling toxins would not be possible. In the dark ahead hideous squawking and squealing directed the aim of the Fort's marksdwarves; like a horde of angry metal wasps old Olin's steel bolts lodged in many undead in the dark corridor. Inside of a fortified chamber, contained within limestone walls, within a schist gem prison was Kogan. Surrounded by Kogan were several dozen burning raven corpses, amongst other creatures. One swordsdwarf in the smoke charged through and began the process of reclamation by hacking apart weasel heads and troglodyte hands - I even recognized one kingsnake corpse that was once a young snake traded to Silentthunders by the elves long ago, when they still visited. It used to linger in the hallway to the civilian hive, hunting vermin and playing with the war boars.
The Dwarves quickly set about work, taking what corpses they could to the surface; with corpses reanimating purely on the instinct of the evil spirits that inhabited the land progress was slow. The second adamantine spire to hell was blocked up. Perhaps redundant, all demons of the clown car had been long since horribly brutalized and no further ones dared to brave the Dwarven defences. Commander Vabok's last revenge was beginning to manifest in their minds. Nonetheless, it gave me peace of mind and was one step towards exploiting the full resources of the second spire.
The Dwarves had to withdraw, having removed most of the corpses. The second shift of marksdwarves was now also running out of bolts and a gigantic burning sauropod corpse in the quarry was in a perfect position to maul unsuspecting civilians on their way to the corpse factory. Not wanting to let a victory turn into a disaster, the Dwarves have since withdrawn, leaving Kogan once more to the company of ravens and a lone kingsnake. If the burnt sauropod continues to pose a problem a giant slab of slag will be dropped on its head.

Now that sufficient corpse mass has been acquired, the actual colonization of hell proper can begin, but I'd like to make sure the colonization is as hazardous to demons as possible and inversely hospitable to dwarves. I'm thinking, wall off all the pits and map edges, with exception to 1zlvl which will funnel demons through the evil Fort half, which will be filled with corpses. The demons will not be able to fly, nor turn back. To get to the other end of the map they will have to go through a narrow tunnel into a chamber full of friendly corpses, at which point adamantine bridges will close them in until results are achieved. Necromancers will not be necessary; though a viewing platform could also be added for them.

Spoiler (click to show/hide)
Child soldiers: Best thing to happen to a fort since alcohol assisted enthusiasm. The Sacrificial Constructs will be revived once the newest recruits have become reasonably skilled enough for front line orders.

there are still some titan-grade corpses in the moose pit that can be utilized (I hesitate to use them as they are prized museum pieces).
Imagine how much more exciting the dinosaur exhibits would be if we had necromancers. 
You know, I only really kept them there to ensure that the moose pit is always occupied. An actual corpse museum doesn't seem like too bad an idea. All the little Urists will get to see a bit of live (undead?) history up close and personal. And I've already got an underground Colosseum, so war boar/corpse/dwarf fights shouldn't be too hard to arrange for the amusement of the Fort.

...Actually, that sounds great. Especially the Colosseum fights idea. Right now it's being used solely for sparring and training, despite several mechanisms allowing for hostile fights. There is even room for plumbing. And it'll be age appropriate too, children will naturally run away from the corpses whereas military dwarves won't mind, separating the little Urists from the 13+. It should also help the youngest recruits get used to tragedy so they don't go insane when loved ones begin dying at higher rates than usual.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Max™ on April 11, 2015, 03:06:53 pm
PG-13 just took on a whole new meaning.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Loud Whispers on April 14, 2015, 06:34:59 am
Spoiler (click to show/hide)
THE BARON HUNTS AGAIN.

There was an old tradition in regards to the 2nd cavern layer; it used to be that every now and then the Fort's elite marksdwarves and speardwarves would explore the 2nd cavern layer, hunting any animals that lay around, leaving the corpses to reanimate. Aformentioned corpses would then seek out other animals, increasing the number of undead until there was a veritable horde that not even Forgotten Beasts were safe from - Silentthunders has used undead defensively for a long time. But the real fun came when the target of the hunt became the undead themselves, as hundreds of elk birds, pond grabbers, troglodytes, trolls and rotten tarantula beasts and salamanders the sizes of mountains tried to force their way through the Fortifications and into the surface world, having chased a family of terrified plump helmet people to the gatehouse. The hunts came to an end after the last great undead excursion to the surface world, as since then the number of Forgotten Beasts that breath fire or are composed of flame in the 2nd cavern layer has dramatically increased to the point where most corpses are incinerated after being killed, and forest fires are the norm, making Dwarven expeditions beyond the Fort prohibitively dangerous. For the longest time the hunts were over. Above ground the only things to shoot at were elf corpses, wild ground crawlers were either extinct or shunned the Fort; and fliers may have become extinct due to the Fort's wall spikes annihilating the local bird populations. And the first cavern layer was being used for a great landscaping/flooding project, while the 3rd was mostly ocean with occasional islands here and there - but little land life or flying creatures.

And then Hell gave me prey once more.

Spoiler (click to show/hide)

Almost all of the Fort's elite Marksdwarves were sent to encamp upon plateaus in Hell, where the demons' propensity for flying was much less helpful. The Dwarves set up booze and berry stockpiles, even going so far as to have tables and chairs brought down to have picnics in Hell. The demons appeared to be jealous of my picnics, as every time my Dwarves withdrew to resupply the limestone stockpiles they flipped all of our tables and destroyed all of our chairs, the envious bastards. Nevertheless, this has not stopped the Dwarves from having lunch on the move, as Dwarves have finally become the apex predators of Hell, outnumbering the infinite legion in this small corner of slade. Casualties have been infrequent for as long as Dwarves stay in the Marksdwarf group and do not wander off on their own.

Spoiler (click to show/hide)

Atis Kubukbetan charged a demon over a cliff, luckily she didn't fall into a chasm and instead hit the ground - her skull is cracked open and she is having trouble breathing, but as she suffered no spinal injuries she should be able to get back to fighting if she survives. She made an enjoyable hunt entertaining, and her recovery is expected - she's tougher than slade. There have been other highlights to the hunts, which have been non-stop as demons continue to be drawn to the Fort every time one is shot down.

Spoiler (click to show/hide)

One time a demon appeared right next to the Hell Fort, just as I was rallying 21 elite marksdwarves for another hunt.

Spoiler (click to show/hide)

HAHAHAHAHAHAHAHAHAHAHAHAHA

Spoiler (click to show/hide)

The poor demon in question was riddled with a dozen bolts before being shot in the head, only to face further shame by plummeting into the depths of an eerie glowing pit below.

But enough of that, let me tell you of Mestthos Windoranges.
Full name: Z. Mestthos Windoranges Earthenivory.
Mestthos was a 19 year old Dwarf born from the two legendary farmers of the starting 7 Dwarves, Ablel and Datan, one of the only two Dwarves descended from the starting 7 to survive into adulthood. Mestthos had the honour of being assigned to the Pleated Stakes, the expedition commander's very own cabinet, to train under the watchful gaze of Likot, Vabok, Uvash and Muthkat, until the former two died that is. Mestthos was supposed to learn the ways of war in the same manner as the elite marksdwarves first fought; shoot well, and when the enemy are in your face, chop off their face with your axe. It was during a particularly eventful ranging when 7 demons had just been shot down and hacked to pieces when a lone Gila Fiend appeared in the southwest border. Gila Fiends were not a high-threat demon, relative to say, a steel scorpion, tanzanite buddha or walking dust storm of skinrot plague. Naturally I sent my Dwarves to kill it, and my Dwarves were steadily getting happier as the slaughter progressed.
Spoiler (click to show/hide)
The '4th wave' referenced here is the newly-appointed E.C. Zuntir Lockbrass (full name being Expedition Commander Zuntir Limestone Kortinan Lockbrass the Solitary Keeper of Barricades) who has 5 surviving kids born from his marriage with Atis Lancecalm (the very same one who broke her skull charging a demon off a cliff), while the 4thborn is Mestthos Windoranges. The Marksdwarves riddled the Gila Fiend with bolts, forcing it tothe ground. E.C. Zuntir did all manner of horrible things to the Gila Fiend, with hammer, axe, boot and fist, but not before the Gila Fiend managed to grab Mestthos by the teeth. It seemed that Mestthos had taken to the axe better than the crossbow and was eager to prove himself; only his inexperience made him an appealing target to every demon in hell.
Spoiler (click to show/hide)
He was thrown from the mouth-hold the Gila Fiend had on him a dozen spans right into a slade wall. At that point that mental image had me laughing with pride, and I was never more proud than when Mestthos stood right back up only dazed and slightly bruised to run back into the fray.
Spoiler (click to show/hide)
And Zuntir got to prove himself more than a competent replacement for one of the starting 7.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Dwarf4Explosives on April 14, 2015, 07:56:15 am
And it wasn't even notable.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Loud Whispers on April 14, 2015, 09:15:47 am
It was going rather well until Dwarves started coughing up blood. Suspecting another Brine Flu outbreak; R. Iden, R. Erib, R. Kogan, Commander Zuntir and even Mestthos Windoranges were isolated. Before long it was determined that the syndrome they were afflicted with was far worse.

Spoiler (click to show/hide)

Needless to say this is not good. In addition to that R. Urist Matchedquakes has suffered a broken foot and Captain Ber's right foot has been eaten by a flying tarantula; we've gotten some good progress done in Fortifying the place but we're losing too many Dwarves.
Captain Ber, Urist Matchedquakes and E.C. Zuntir are still in Hell, very injured. Once, or if they're covered, this season's hunts will take a moment to recuperate.

Spoiler (click to show/hide)

More die; Captain Domas has also been found dead in hell. If I had to hazard a guess, it too was caused by this plague.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Dwarf4Explosives on April 14, 2015, 10:51:10 am
Ouch. FB syndrome?
Title: Re: Ravens are murder. [SPOILERS]
Post by: Max™ on April 14, 2015, 07:45:10 pm
"Well Doctor, how's he doing?"
*doctor pulls out a chart, looks over it, realizes he can't read and tosses it over his shoulder*
'He's got some blisters.'
"Where?"
'Mostly everywhere, especially his lungs and eyes and brain.'
*they're both silent for a moment*
'Needless to say, this is not good.'
Title: Re: Ravens are murder. [SPOILERS]
Post by: MrCompassionate on April 16, 2015, 09:49:19 pm
This forum is literally the best DF story I have ever read, seriously. Exactly the right amount of backstory, exactly the right amount of explanation, strikes the right balance between practical behavior and whimsy. You sir are a bloody good writer!

Personally I've reached the point in DF where I find it difficult to be whimsical, I find myself caught up in a routine of practical, safe actions. I've really been enjoying Roomcarnage as a purely practical LP but compared to this it feels kinda clinical and sane.

This fort also has a nice blend of everything that makes DF great, !SCIENCE!,Drama,Brutality,!FUN!, Pride and Sillyness.
!SCIENCE! in the form of mentally bleaching and intentionally infecting migrants until they are sorrowful killing machines. Drama as the fort has gone on long enough that children are growing into full adults and having epic backstories. Brutality around every corner. !FUN! with obscenely powerful foes both living, dead and otherwise. Pride in legendary dwarves, masterwork crafts, and epic megaprojects. Sillyness because only a DF player would think to necromantically reanimate a girl's severed arm and display it in her room.

I applaud you sir and everything you stand for.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Max™ on April 16, 2015, 09:56:47 pm
Nice, just noticed the self-referential sigging for the win! Engraved here is a rendition of a Loud Whispers quote, it menaces with spikes of satire and elf leather.
Title: Re: Ravens are murder. [SPOILERS]
Post by: zacen299 on April 16, 2015, 10:14:30 pm
I have one question that I consider rather important. What exactly are right floating ribs and how exactly does one blister ribs? For the record they're right near the bottom of the list.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Aslandus on April 16, 2015, 10:38:00 pm
I have one question that I consider rather important. What exactly are right floating ribs and how exactly does one blister ribs? For the record they're right near the bottom of the list.
According to wikipedia, they're the bottom ribs of the ribcage. As for how they blister, dwarven physiology is the answer.
Title: Re: Ravens are murder. [SPOILERS]
Post by: zacen299 on April 16, 2015, 11:41:25 pm
.... You know I know how detailed this game is but even I didn't expect it to actually label the ribs correctly. I should stop thinking that wouldn't be so because of some of the other things that I've seen ruined on dwarfs.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Loud Whispers on April 17, 2015, 10:45:32 pm
Some of these responses have got me laughing and happy inside, makes me want to throw more pigs into the magma pit; which I did do, though I intended for the pigs to kill the burning sauropod at the bottom of the pit. So far that's failed but we're still trying.

Spoiler: responses (click to show/hide)
And on that note of medical care, it's a sad thing to say, but Expedition Commander Zuntir, the last of the infected died. Zuntir put up one hell of a fight but there's just no way a Dwarf can survive that much organ failure. Still, I am hopeful - a lot of experience was gained, many Fortifications built and I've finally decided that direct military action is doomed to eventual failure as the demons have an infinite pool of demons from which one variety will eventually overcome the Dwarves' defences. Particularly harrowing was the fact that every time I killed one group of demons another would immediately reappear somewhere else.
The best news of all though, and one which keeps me happy through this - all three injured Dwarves that were left behind when the 2nd expedition left hell were recovered. It took a while and I was certain the demons would get to them, but the Dwarves sorted their shit out and rescued them. Captain Ber Shotsiege has fully recovered (it turns out all the doctors needed to do was give him a crutch to replace the foot that was bitten off by a tarantula demon), R. Atis Lancecalm has since been promoted to Expedition Commander Atis Lancecalm and is currently recovering from her broken skull and recent widowing (her husband was none other than the late and previous expedition commander Zuntir) while R. Urist Matchedquakes is receiving treatment for her broken foot - I'd be surprised if she didn't make it, we have thread, cloth, soap, splints and freshwater in abundance.
I wonder if the demon populations are actually infinite. They say that the fish populations are infinite too, yet they can still be fished to extinction.
I'm collating all the named critters that died in the corpse factory, next post should update on that.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Max™ on April 18, 2015, 02:31:35 am
Yeah, the idea just popped in my head of him trying to read a chart when you summed up those injuries (Those injuries! Begone, fear!) with that line.

Hell is open on all sides to the rest of hell, and one sec (pulled up df and loaded a save, gui/gm-editor df.global.world.world_data.underground_regions, checked the last couple entries to confirm they were (2)Underworld, checked uh, I think it was feature_list and then features to find populations, which then lists the types of demons and sure enough pop min = 1000001 pop max = 1000001) so yeah, they're infinite for all intents and purposes.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Dwarf4Explosives on April 18, 2015, 04:49:25 am
Has anyone ever managed to exhaust the demon horde (using DFhack to clear the deceased list, of course)?
Title: Re: Ravens are murder. [SPOILERS]
Post by: TheFlame52 on April 18, 2015, 06:39:50 am
Has anyone ever managed to exhaust the demon horde (using DFhack to clear the deceased list, of course)?
1. Demons are innumerable
2. That isn't a bug any more

So in Bastiongate, I've finally completed the first level of the Hell Bastion, therefore making hell safe against landbound demons. Only three deaths, all to my own stupidity.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Dwarf4Explosives on April 18, 2015, 07:31:13 am
1000001≠infinity.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Max™ on April 18, 2015, 12:55:00 pm
That is a min and max.
Title: Re: Ravens are murder. [SPOILERS]
Post by: nomoetoe on April 18, 2015, 01:38:38 pm
This amuses me. yes.
Title: Re: Ravens are murder. [SPOILERS]
Post by: SaD-82 on April 18, 2015, 01:58:06 pm
This amuses me. yes.


Suddenly beer covered my screen.
Nice pun.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Spehss _ on April 18, 2015, 02:20:59 pm
That is a min and max.
All it means is there is a guaranteed 1 million and 1 demons to hack through before hell can really be called "cleansed".
Title: Re: Ravens are murder. [SPOILERS]
Post by: Insert_Gnome_Here on April 18, 2015, 02:30:03 pm
That is a min and max.
All it means is there is a guaranteed 1 million and 1 demons to hack through before hell can really be called "cleansed".

Now here is someone who thinks like a dwarf.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Dwarf4Explosives on April 18, 2015, 02:52:03 pm
All you really need to kill all of hell's demon population is a ridiculously good computer and large amounts of adamantine. Build some adamantine weapon traps (artifact weapons don't jam, right?) and block off all other routes to your fort, including aerial ones. Make sure to add a u-turn in the route to keep fire-breathers from setting dwarves or other stuff you have at the end of that route on fire. Continue on for a long time, sending tame animals to attract the attention of demons who don't want to path to your fort. Assuming that you manage to kill twenty demons per month, you need to continue for four thousand, one hundred and sixty-six years. Tough, but with a great computer, it should be doable in theory as long as you stay pre-DF2014. In practice, save corruption would cause issues long before you'd reach your first millennium, so you'd need to save backups each month.
Title: Re: Ravens are murder. [SPOILERS]
Post by: TheFlame52 on April 18, 2015, 03:58:06 pm
Demons are trap-immune. However, the same can be accomplished with repeating spikes, which is what I used to kill the demon rush in Bastiongate.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Insert_Gnome_Here on April 18, 2015, 04:08:14 pm
Shame about the siege. With unlimited migrants you could just devote 1/2 of the dwarves to marksdwarf demon patrol and take each one down by means of MORE DAKKA!
Title: Re: Ravens are murder. [SPOILERS]
Post by: Max™ on April 18, 2015, 09:14:21 pm
That is a min and max.
All it means is there is a guaranteed 1 million and 1 demons to hack through before hell can really be called "cleansed".

I think it means that until you seal off the edges the region will continue to load more of them off screen which can then wander over to your fort.

As an example I've got a world I generated back before I started adventuring a lot which has goblins still using trolls (I removed them to cut lag in gob sites since they just stand around passively) and several of the goblin civs were exterminated by my military and their neighbors but those sites still have trolls. When ambushes come out of their sites they are always composed of trolls or occasionally goblins that wandered in from another site.

If I go in and kill every troll down there they will respawn the instant I'm off screen.

If I set the minimum to 1 and the maximum to 1000001 there might not be a thousand every time I zone in but they will respawn still. If I set the maximum to 100 and kill them all when I come back they will respawn.

If it was just a matter of killing them I'd be ok with setting a lower cap for the troll pops but they always come back.

As an example:
Code: [Select]
        10388227 acorn flies
        201897 moghoppers
        966328 fireflies
        8142234 flies
        466676 jumping spiders
        11435909 mosquitos
        [...snip...]
        34152 fire imps
        34573 fire men
        61338 magma crabs
        Unnumbered stegosaurid devils
        Unnumbered wraiths of shadow
        Unnumbered jay monsters
        Unnumbered theropod devils
        Unnumbered porcupine monsters
        [..snip..]
        756637 creepy crawlers
        562723 cave spiders
        352923 purring maggots

Know what that says to me? You'll run out of cave spiders and creepy crawlers before you run out of demons.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Dwarf4Explosives on April 19, 2015, 04:31:49 am
Too bad. Hmmm, does this apply to DF2014? !!SCIENCE!! may be required (if you set the maximum number of demons to 120, and kill the clown car plus 20 more, will demons stop entering your map? Do you need to kill 220?). I think my plan could still work if you added a GCS to web the traps, then turned the fortifications required for the webbing into walls and then removed a wall blocking off outside access to the corridor.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Max™ on April 19, 2015, 05:33:13 am
That's from 2014, I assume the pops were mostly the same in 2012 but imma newb, circa 40.06~ or so.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Dwarf4Explosives on April 19, 2015, 06:51:54 am
But some things about the way army populations and similar work changed in later versions of DF2014, right?
Title: Re: Ravens are murder. [SPOILERS]
Post by: AceSV on April 19, 2015, 08:05:11 am
It's less dramatic, but couldn't you still wall off all map edges below like you can wall off the caverns?  I've never actually explored much down there. 
Title: Re: Ravens are murder. [SPOILERS]
Post by: TheFlame52 on April 19, 2015, 08:20:39 am
It's less dramatic, but couldn't you still wall off all map edges below like you can wall off the caverns?  I've never actually explored much down there.
That's what I'm doing.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Cholek on April 19, 2015, 10:46:17 am
Perhaps the funniest thing of all, at least to me, is the idea that I intended for Silentthunders to be a disposable Fort. I wanted the Fort to dig deep quickly, create masterwork adamantine armour sets and then wait for the goblins and undead to come. From there I fully expected my 100% military recruitment Fort to die a noble death, I even willed it so; with its defences overrun and its last Dwarves ambushing goblin squads in brutal room to room fighting. Then an adventurer would make a pilgrimage to this hallowed Fort, find a full armour set and escape the hordes of undead left behind to explore the world, which I had modded to include cities for Dwarves, Humans, Goblins, Elves and Kobolds (as this was before they had individual cities and Fortresses). It looked to be promising at first, with goblin ambushes testing the Fort's defences... But then the Fort entered a new era. The "temporary" workshops in the grassy core of the Fort became the permanent hub of tradesdwarfship, the isolated bunkers became interloping fields of death-dealing citadels, the forests were cut down in full to fuel the booming forgeworks and were paved over to prevent them growing back and the heroic Dwarves I expected to die became heroic Dwarves who refused to die.

This looks like strange mood to me.

"I will build disposable fort to make candy armor for my adventurer."
Loud Whispers is taken by a fey mood!
Title: Re: Ravens are murder. [SPOILERS]
Post by: Max™ on April 19, 2015, 02:57:07 pm
^Seems legit.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Loud Whispers on April 19, 2015, 07:31:24 pm

Highlights:


Demons that killed Mongrelflinched the Subordinate Crab of Clams:
Eknarnethgon Gulgunzikath Zotir, Mothidaula, Kasithgenlath Thubiltinan, Yerefanatha Yathalethathi

Demons killed by Mongrelflinched the Subordinate Crab of Clams:
Eliramenari, Etrularoth Zizesxac, Necatetharumi Reci Epipe, Oremelomifo

Demons that both killed and were eventually killed by Mongrelflinched the Subordinate Crab of Clams:
Tathrujit Udma Muk, Rethinula, Thepatimi, Efilucovace, Ulingkudust Gemurnikot, Imerione Aquiyaanaya, Necatharumi Reci Epipe, Corowalolama Necate Asithi, Isirkulal Sholkikdesgir

I don't know where the Crab of Clams's corpse is, and I fear it may have been destroyed in hellfire as I didn't see any notable undead when I dropped in the second wave. Best case scenario is that my Dwarves have recovered the Crab of Clams's corpse and it's just lost in the bureaucratic mess of the grand stockpiles and the corpse stockpiles. I'll have to look into legends mode for the Crab of Clams. I wasn't even aware of an undead that powerful before I checked the gravestones. The Crab of Clams's corpse has been killed at least 13 times and killed at least 13 demons. A bloody good corpse as ever'll never be prepared again.


Spoiler: Some thoughts (click to show/hide)
Title: Re: Ravens are murder. [SPOILERS]
Post by: Max™ on April 19, 2015, 08:29:31 pm
Ted the heartbroken goldslug is amazing. What the hell does Ted translate as?

Found it, human language, Clod Denearth.
Title: Re: Ravens are murder. [SPOILERS]
Post by: TheFlame52 on April 20, 2015, 02:13:59 pm
Best FB name I've got is Stibmer Bleachbone. It was the first FB I managed to catch in a cage, I have three now.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Loud Whispers on April 20, 2015, 05:25:59 pm
Spoiler (click to show/hide)
A bee showed up in the 1st cavern layer.

Spoiler (click to show/hide)
Opened up all the hatches in the Rodemdome.

Spoiler (click to show/hide)
Emptying that

Spoiler (click to show/hide)
Into that

But this post actually has a point in addition to a bee sting.
Spoiler (click to show/hide)
The burning quadraped in the quarry was finally crushed to death by a giant slab of schist that drove it 3 spans deep into semi-molten rock and copious amounts of magma, boiling loam and surprised imps. We'll finally be able to secure Necromancer Kogan and the spire corpse factory. I'm thinking; reanimated giant cave spider chitin sitting behind fortifications in a corridor full of 30 steel spikes and cage traps. Anything the traps don't get the spikes will, and whatever's left over will be dealt with by the Dorfs. Other than cage trap reloading it should all be completely automated. I think for FPS reasons however, I'll use a smaller corridor in the Hell outpost - better that the demons path to the inner Fort than the surface world. It's riskier but makes things go faster.

Ted the heartbroken goldslug is amazing. What the hell does Ted translate as?
Found it, human language, Clod Denearth.
I could give it its own earthen den. There's an old abandoned graveyard that's taking up lots of space and doing not much else.

Also Flame, how did you keep demons from reappearing whilst you went about constructing the walls of Bastiongate? You mentioned a trap?
Title: Re: Ravens are murder. [SPOILERS]
Post by: TheFlame52 on April 20, 2015, 05:42:42 pm
I used a tundra titan bone cabinet to lure some demons behind a drawbridge, which I then closed. No more demons have come in off the edges since then. I think I actually trapped two groups of the same kind of demon, though.

My only five casualties from this whole project were three dwarves I killed out of my own stupidity, one dwarf that died from his own stupidity before hell was secure, and another that I used as a sacrifice to open hell.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Amperzand on May 17, 2015, 02:17:14 am
This fort is pure, crystallized win. I very much hope you intend to keep this up.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Insert_Gnome_Here on May 17, 2015, 03:41:54 am
Wait. So you'reconquering hell but can't take on a siege? Release a demon into the overworld and see how long it takes to get killed. Should damage the siegers.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Amperzand on May 17, 2015, 12:47:28 pm
The issue is that it's a necromancer sneaking somewhere, and by now it's probably Legendary +25 Ambushing, and they never starve or get thirsty or get tired or get sad, and they keep anything from staying dead, so while he could probably deal with the zombies alone, the necromancer's hard to deal with, even for the Legions of !!Fun!!.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Aslandus on May 17, 2015, 01:36:51 pm
Not to mention that a demon being raised from the dead would probably replace whatever threats it eliminated immediately...
Title: Re: Ravens are murder. [SPOILERS]
Post by: Dwarf4Explosives on May 17, 2015, 01:43:20 pm
Luckily, demons can't be reanimated. But really, just flood the map with lava and it'll kill the necro if he's on the surface. Then you can route out anything left underground by using lots and lots of water to flood them off the map.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Insert_Gnome_Here on May 17, 2015, 03:02:21 pm
sweep the entire map with dwarf or animals?
Title: Re: Ravens are murder. [SPOILERS]
Post by: Loud Whispers on May 18, 2015, 06:22:33 am
This fort is pure, crystallized win. I very much hope you intend to keep this up.
Cheers! I do indeed, though kinda busy at the moment.

Wait. So you'reconquering hell but can't take on a siege? Release a demon into the overworld and see how long it takes to get killed. Should damage the siegers.
I've so far killed every corpse sent, and of the Necromancers sent:

That's all of the Necromancers of the Bells of Amusement.
... All except one. The very first necromancer of "the Bells of Amusement." That one is unaccounted for.

The issue is that it's a necromancer sneaking somewhere, and by now it's probably Legendary +25 Ambushing, and they never starve or get thirsty or get tired or get sad, and they keep anything from staying dead, so while he could probably deal with the zombies alone, the necromancer's hard to deal with, even for the Legions of !!Fun!!.
Luckily, demons can't be reanimated. But really, just flood the map with lava and it'll kill the necro if he's on the surface. Then you can route out anything left underground by using lots and lots of water to flood them off the map.
sweep the entire map with dwarf or animals?
The thing is, I'm not even sure the Necromancer IS in my map. Several times I've swept the overworld with the full military, left piles of corpses scattered around everywhere, littered the hallways with cage traps... Nothing to show for it. There are two possibilities I see: Sazir Razorbelts, the Primordial Necromancer, has either yet to come - or is trapped in some dark corridor or mine underground, unknown and forgotten with no chance of discovery. This is nearly impossible, and Sazir is most likely just waiting in the necromancer tower off in the depths of the spidery forest. Flooding is entertaining, but to open up flooding to everywhere would be hard. On the surface much work would have to be done to protect the wall spikes and roads, below ground the engravings, metal ore veins and Dwarves would be at risk. Burning the house down to kill a single termite that may not actually be there, while Dwarfy, opens up the house ruins to dissection by termites.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Dwarf4Explosives on May 18, 2015, 10:20:10 am
I think this is one of those times when using DFHack or similar is acceptable, if only to find the goddamn necro.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Spehss _ on May 18, 2015, 10:46:33 am
I think this is one of those times when using DFHack or similar is acceptable, if only to find the goddamn necro.
An eternal unbreakable siege by undead adds flavor to a fort though. Don't think LW gets migrants anymore even if the siege was lifted.
Title: Re: Ravens are murder. [SPOILERS]
Post by: pisskop on May 18, 2015, 09:39:31 pm
You're still doing Holy Work, LW.

Make me want to play again it does.  But 34.11, where combat felt epic.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Max™ on May 18, 2015, 10:18:13 pm
I dunno about more epic, but I've spent far more time in 40.xx than 34.11.
Spoiler (click to show/hide)
Title: Re: Ravens are murder. [SPOILERS]
Post by: NW_Kohaku on May 18, 2015, 11:50:29 pm
For what it's worth, I once did a game where I made ridiculously modded super-dwarves and pets in 34.01 to test out whether it was possible to permanently "beat" the HFS.  I started the experiment here (http://www.bay12forums.com/smf/index.php?topic=63267.msg1463404#msg1463404).  (Rather than zombies, I was using "Moo-Moo Cows Of Armok" that were flying 60-ton creatures made of slade-like materials that spawned at insane rates and were pets to act as bodyguards.)

The main problem I had, besides the absolutely ATROCIOUS FPS death, (thanks to literally tens of thousands of corpses,) was that as I got closer and closer to completely walling off Hell, I kept having demons spawn on the last half-dozen spawn points available, causing cancellation spam. Worse, the dwarves couldn't move demon corpses off the area I was building walls faster than fresh dismembered demon limbs rained down upon the designated building areas. Of course, this was with my mighty Moo Moo Cow army eviscerating the legions of the HFS as they spawned. 

(I also purposefully restricted the number of demon types just to keep their overall population down, but it really doesn't have much impact...)

If you use Flame's system of tricking them into chasing something shiny, and locking the door behind them, you might be able to completely wall off the HFS entirely, but I'm not 100% certain that you wouldn't then simply cause them to spawn in the third caverns, and more and more unoccupied tiles further up, as they seem to follow a mechanic of simply going up more tiles until they find a valid spawn point.  That is, it may be impossible to stop demons from spawning unless you block literally every edge tile on the whole map.  Hence, finding a way to keep the random couple "wild animal" demon spawns trapped like Flame is talking about, so as to prevent further spawns is the only practical way to "beat" the HFS forever.
Title: Re: Ravens are murder. [SPOILERS]
Post by: pisskop on May 19, 2015, 08:33:09 am
I dunno about more epic, but I've spent far more time in 40.xx than 34.11.
Spoiler (click to show/hide)

Sir, Ive played my share of 40.xx, and it has its own merits.
but go DL and play 1 fort in 34.11.  Play 3 years there.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Amperzand on May 19, 2015, 12:44:15 pm
They need to fix the sieges.
Title: Re: Ravens are murder. [SPOILERS]
Post by: TheFlame52 on May 19, 2015, 03:24:51 pm
No, I didn't wall off the exact edge of hell. I walled off 5 tiles from the edge of hell. The demons still roam outside the wall, but can't get in.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Loud Whispers on May 19, 2015, 05:18:49 pm
For what it's worth, I once did a game where I made ridiculously modded super-dwarves and pets in 34.01 to test out whether it was possible to permanently "beat" the HFS.  I started the experiment here (http://www.bay12forums.com/smf/index.php?topic=63267.msg1463404#msg1463404).  (Rather than zombies, I was using "Moo-Moo Cows Of Armok" that were flying 60-ton creatures made of slade-like materials that spawned at insane rates and were pets to act as bodyguards.)

my dwarves can't shove the corpses off the tiles fast enough to build a wall there before the next wave of clowns topples the wall all over again, spreading their stupid dismembered body parts all over my wall just to annoy me.  Stupid clowns, always getting thesmelves dismembered horribly in annoying ways.
That's pretty fucking brutal

You're still doing Holy Work, LW.
Make me want to play again it does.  But 34.11, where combat felt epic.
What was it, in 40d where Dwarves could rather easily punch goblins to the moon? As the game gets more realistic, the age of heroism will come to an end. All in all, I welcome such improvements, an epic struggle is no such struggle when every single battle is like it. Really though, I haven't actually noticed much of a change between 34 and 40, both were highly realistic. IIRC the biggest changes to combat moving from .34 to .40 were that momentum was a thing, ranged combat had been nerfed (no more crossbows firing harpoon bolts, no more snowball fights resulting in death), multiple actions could be made per round, and pulping, jumping and climbing exists. I'd like to think hundreds of ravens flensing the flesh from bones of devils would be epic, no matter the game version :P

I think this is one of those times when using DFHack or similar is acceptable, if only to find the goddamn necro.
An eternal unbreakable siege by undead adds flavor to a fort though. Don't think LW gets migrants anymore even if the siege was lifted.
Yeah, this is one of those times where if it's a bug it's now a feature. Though then again if 'the Attack of Volcanoes' ended, the much more dangerous goblins would be allowed to siege. It's a tough call really, and even if I wanted to, I doubt there'd be anything I could do to trigger an end to the necro siege.

No, I didn't wall off the exact edge of hell. I walled off 5 tiles from the edge of hell. The demons still roam outside the wall, but can't get in.
I do recall from theAussieguy's checkerboard, that when he walled off hell he included pockets within the wall to allow demons to spawn within the wall. This would solve the issue of demons possibly spawning in the 3rd cavern layer, the issue of infinitely respawning demons and demons spawning on the construction site. Fortunately for the 3rd cavern layer, I do not intend to wall off hell, as I want the demons to come so they get caught in a mire of undead bits for all eternity, but this knowledge is still useful.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Amperzand on May 19, 2015, 06:02:46 pm
It's really too bad demons can't reanimate, the army of the dead would be self-sustaining then.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Max™ on May 19, 2015, 07:21:09 pm
Raven hoard turning into raven zombie horde vs demon will always be epic.

Spoiler (click to show/hide)
Title: Re: Ravens are murder. [SPOILERS]
Post by: pisskop on May 19, 2015, 08:52:12 pm
It's really too bad demons can't reanimate, the army of the dead would be self-sustaining then.
Which reminds me.  What are you doing with vampires, LW?

Surely they will be getting a special military squad and/or corpse dungeon staffing?
Title: Re: Ravens are murder. [SPOILERS]
Post by: Amperzand on May 19, 2015, 11:33:21 pm
I don't think he has any, since the fort's sealed.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Amperzand on May 22, 2015, 03:23:31 am
Also, I just had some major werelizard issues in my newest fort. Didn't do it deliberately, but now I have a squad of five werelizards safely contained and training, including one of my founding seven as the commander. Poor sods. I shall attempt to act by your example and offer them respect.
Title: Re: Ravens are murder. [SPOILERS]
Post by: NW_Kohaku on May 22, 2015, 10:30:17 am
On the other hand, adventurers are the only way to pick a fort site, knowing what I know about my worlds from adventurer mode I would never have placed my old forts where I did.

Personally, I tend to go with copying my save folder, embarking on a site, looking around, then abandoning until I find a place I like.  (I consider it functionally just a sped-up version of what should be a scouting operation before a major fortress is built, anyway.) Adventurers can do that, too, but have additional delays associated with them.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Loud Whispers on May 22, 2015, 05:56:06 pm
It's really too bad demons can't reanimate, the army of the dead would be self-sustaining then.
Which reminds me.  What are you doing with vampires, LW?
Surely they will be getting a special military squad and/or corpse dungeon staffing?
I don't think he has any, since the fort's sealed.
I did have plans to screen migrants for vampires, ranging from false-drowning chambers to simple corpse screening, but no vampire will ever show up here. Which is a shame, as they could have been highly valuable. A vampire can stroll right through a necromancer horde just to stab the necromancer, and they'd make great corpse haulers/clearers.

Also, I just had some major werelizard issues in my newest fort. Didn't do it deliberately, but now I have a squad of five werelizards safely contained and training, including one of my founding seven as the commander. Poor sods. I shall attempt to act by your example and offer them respect.
I try to respect all of my Dwarves in this Fort, that's why it's especially unfortunate for the were-dwarves that things were done... As they were done. Try to keep them away from good furniture when the full moon comes; I use the two ones I still have to demolish unwanted schist and slate armour racks. And though they don't need to ever eat or drink, it certainly keeps them happy!

Spoiler (click to show/hide)
In the mean time my Dwarves have begun incorporating demon bone into fashion statements. Around 30 steel spikes are being put into place (with over 20 already in position), cage traps and a giant cave spider are being prepared and the forgeworks are hard at work (with the number of forgemasters growing from 3 to 14 over the years) to refine more steel for the military, but developments in hell itself have been quiet.
Spoiler (click to show/hide)
Most work has been quite mundane, with the Dwarves working through the winter to renovate the incredibly old waterways and cisterns, which had begun to sprout underwater trees in them (amongst other fungus). Also managed to install a new working river-control bridge, so when the river thaws all of my architects won't horribly drown to death. It will keep the reservoir capacity at maximum, and will also keep my Fort's legendary architect Kogan employed.
Spoiler (click to show/hide)
Saw a child crawling about to get to work deconstructing some scaffolding atop one of the newly completed towers, doing all of this without functioning legs. Looked up his history and though I don't really know how the hell he got injured (I'm guessing it was demons or gravity) I feel pride in dat efficiency. Two months from entry till discharge! Doc Onul's surname Nazushtakud is also somewhat fitting, as it means Bloodmachine. Things like these should more than make up for all the moments when patients come in with total organ failure and blistering. I suspect things will be quiet all through the Fort for a while.

The surface world is still derelict of all life, with not a single creature roaming the paved killing fields of Silentthunders. The Dowding Observatory is empty, there is no need for a Dwarf to man it. It has been a long time since Ravens have been seen in the blood red skies. The crackle of magma, the pattering of raining dwarf blood and the rude shouting of the mechanics as they set up the southern perimeter's wall spikes are all that can be heard under the sun. Elf skeletons litter the surface, but they stay dead. Due to heightened security, no Dwarves bother to pick them up and bring them to the corpsepiles. Within the walls of the Fort is a Kingdom unto itself, there is nothing for the Dwarves outside. The walls grow higher, and to the southwest lie the ashes from the last titan attack.

The first cavern layer is still recovering from the genocidal flood that was unleashed when draining the cistern, strangely no living thing can grow in this layer - despite all the violent irrigation. It is comforting to know that the cave spiders (the small kind) survived the flood, as their silk webs have begun reappearing on what are now islands (albeit muddy webs).

The second cavern layer is infested with various FBs composed of flame (or ones that shoot flame), so the undead don't have much of a chance to snowball into a horde anymore, the FBs just incinerate their fallen bodies. The trees and giant fungal structures have grown so dense that traversing the cavern layer beyond the Fortress killing field is not feasible for any large number of soldiers. Despite the dense pseudoforestry proving resistant to burning, periodic fires sweep through the undergrowth, these fires now common to all but one of the islands in this layer. In the middle is a crocodile composed of mud that was trapped by the dense growth of plants and fungi, a long time ago. I intended to catch it but it was never safe enough to return to finish the job, and it has remained trapped there ever since, always remaining in the same spot. I imagine by this point trees have begun to grow on it, around it, maybe even through it - it is composed of mud, after all.

The third cavern layer has a zombie hairy earthworm with noxious secretions lurking in the depths, but not much else - I don't even send Marksdwarves to the magmaforge walls to kill it anymore, as it appears to be motionless when undisturbed, forever waiting for something in the waters. It could be a valuable corpse, as only its brain is damaged. I don't know whether it'll ever leave the subterranean sea.

Hell itself is just one massive monument to the battles that were. The corpses and chitin of creatures that have never been seen again lie in pools of strangely coloured blood, amidst a sea of glowing endless pits and dark rolling slade hills, peppered with crossbow bolts of copper, bronze and steel. Of the killers of demons, few traces of them remain. Here lies a pile of Om's salt, a raven leg, a copper breastplate... Only small footprints left behind, of the beasts, corpses and dwarves that stood taller than the forces of hell. The Fortress that stands in the spire stands as a limestone bastion of Dwarfkind, white upon black stone, yet it seems to have become one with the terrorscape. At the spire breach, where it all began, a massive web over 50 spans wide and as tall as hell itself stretches across entire glowing pits. It too is quiet, its creators long dead, its victims long gone. Even the living demons, flying in their cackling packs of brutes, feel like ghosts that forgot to die. They are gargoyles roaming the halls of violent calamity, aimlessly scouring the land for nothing, like seagulls in Brighton.

Spoiler (click to show/hide)
An old friend was caught in the 3rd cavern layer, having somehow escaped the corpse factory. All that is left of the snake that an elven caravan once left in Silentthunders is a skull, a spine and a few aged scales. This is one corpse which will not be reused, it will be given rest in a burial at magma sea.
Spoiler (click to show/hide)
The spire corpse factory is almost entirely reclaimed. What few body parts have not been recollected are ones which will not resurrect, with only a few exceptions here and there. The factory is being incorporated into the subterranean fortress complex now that the spire is secured (unfortunately, secured in such a way that much of the adamantine is unreachable). Once the masons are done making stone blocks for the reservoir renovations, construction should resume in hell itself. There is a particular glowing pit I have in mind, to be the site of a brand new Colosseum.
Title: Re: Ravens are murder. [SPOILERS]
Post by: NW_Kohaku on May 22, 2015, 08:30:16 pm
Has anyone mentioned that you've adopted a rather mournful, nostalgic tone?  I mean, I half-wanted to slam back a bottle of (dwarven) rum and pine for the good ol' days...
Title: Re: Ravens are murder. [SPOILERS]
Post by: Amperzand on May 22, 2015, 09:37:43 pm
His writing has both improved and gotten sadder. It's a stylistic thing, at least for me.

Also, it turned out I had a misdiagnosis problem, only one of the supposedly infected dwarves actually was, and killed three of the others when he changed. The surviving other, one Vutok, managed to kill him without becoming infected himself, and is now my militia commander.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Varnifane on May 23, 2015, 01:55:24 am
@Loud Whispers

What is your FPS for this fortress?
Title: Re: Ravens are murder. [SPOILERS]
Post by: NJW2000 on May 23, 2015, 07:22:00 am
Read it all. You, sir, are now my idol in matters of Dwarf Fortress. Ptw. Incredible.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Loud Whispers on May 23, 2015, 08:56:50 am
Also, it turned out I had a misdiagnosis problem, only one of the supposedly infected dwarves actually was, and killed three of the others when he changed. The surviving other, one Vutok, managed to kill him without becoming infected himself, and is now my militia commander.
The bite has to tear the skin, a bite that only bruises but doesn't break skin will do nothing. It was perhaps, for the best, that the infected one died.

Read it all. You, sir, are now my idol in matters of Dwarf Fortress. Ptw. Incredible.
Thank you in kind good sir!

@Loud Whispers

What is your FPS for this fortress?
Solid 3 whole FPS

Spoiler (click to show/hide)
The Baron got into a fistfight with none other than his old friend Uvash. Muthkat is probably one of the few Dwarves who could get away with doing that and not wind up killed by Uvash. I was worried for a moment that Muthkat was going to go over the edge, and I was going to have to deal with a legendary warlord, but thankfully this fight pushed him in the right direction (he is now unhappy, as opposed to miserable). Uvash is ecstatic after talking to a friend. Muthkat enjoyed starting a fist fight recently.
Ah, friendship.

Spoiler (click to show/hide)
Eagle chicks hatched, guaranteeing their survival for at least another generation; I was getting worried, eagle breeding is harder than it would seem.

Also some shrew fiends may be foiling my plans; these are the devils whose syndromes cause every tissue layer and organ to blister uncontrollably, and they will not take any bacon bait into the trapped corridor. It is to be expected that a shrew fiend is shrewd.

I also just realized I have DF hack, so I can check the wildlife populations. It is illuminating.
Plants are all innumerable, no surprise there. The rest of my region's notable animal populations are:
Spoiler (click to show/hide)

Has anyone mentioned that you've adopted a rather mournful, nostalgic tone?  I mean, I half-wanted to slam back a bottle of (dwarven) rum and pine for the good ol' days...
His writing has both improved and gotten sadder. It's a stylistic thing, at least for me.
I cannot help but feel the same way I felt when I realized the living world was never going to come back to Silentthunders, and that the only things my Dwarves would see forever was the dead. A defining moment, the instant when a Fortress enters a new era. And then I see the pieces of armour, the hammer called bearchar just lying in the slade... Remnants of legendary Dwarves who I saw spend their lives defending a fledgling outpost that grew to be an Atlantean Metropolis. And then the bodies of these heroes are sealed away in their tombs and a solitary slab lay down in the Memorial Broke detailing who they were and what they died for, I realize just how unbelievable their lives were, and how they must seem like myths to the youngest Dwarven children, born long after Silentthunders ceased to have contact with the outside world. In many respects much of this feels mythical even to me, to just think that all of this has happened here and all the things the little Urists have gone through. And then the weapons and armour of the old are passed down to the young, the Fort keeps on moving on and an unprecedented peace falls upon the land. Less than half of the 173 Dwarves in Silentthunders right now were not born in Silentthunders, and as the oldest die that number will continue to fall, until all that remains of the elders are the walls and works they made, and the dead of the foes they killed.

The next generation should get to enjoy unprecedented industry, free from most of the endless struggles that plagued their elders. But as time goes on, it feels more and more like the Fort of the past is just as much a foreign place as any other place than here.
It should be interesting to see where the Fort will go now. Eventually nostalgia will lie with the last of the elders, the future fast approaches and the past will be nevermore. We build the Colosseum, then we fight in it.
Title: Re: Ravens are murder. [SPOILERS]
Post by: TheFlame52 on May 23, 2015, 09:58:51 am
After much trial and error in Bastiongate, I figured out how to breed egg-layers effectively.

1. Pasture males and females in an area with nest boxes.
2. The females will lay eggs immediately. These eggs are sterile. Dump them or otherwise move them.
3. Wait. The females will lay more eggs later. These eggs are fertile. Leave them be.
4. Hatchlings!

(http://i.imgur.com/pXCWAbR.png)
Title: Re: Ravens are murder. [SPOILERS]
Post by: NW_Kohaku on May 23, 2015, 10:10:58 am
After much trial and error in Bastiongate, I figured out how to breed egg-layers effectively.

1. Pasture males and females in an area with nest boxes.
2. The females will lay eggs immediately. These eggs are sterile. Dump them or otherwise move them.
3. Wait. The females will lay more eggs later. These eggs are fertile. Leave them be.
4. Hatchlings!

I have a more complicated method, for domestic fowl, but it seems to work.

1. I excavate a room with excess space, but a row of two-tile-deep alcoves in the wall.  One tile door, and one tile nest box. 
2. I draw a pasture zone for each individual female that extends from the nest box to the general area, a few tiles deep into the general area. 
3. I draw a pasture zone for the male(s), which covers the area where all the females of that species can walk out of their nest box rooms.
4. I set the nests themselves to be outside the burrow of my general hauling dwarves.  You can lock the doors, but that keeps the fowl out, as well, which doesn't help. 
5. Female egg-layers will stay on their nest box when they lay eggs, so check in on them once a month.  If they aren't producing any chicks, expand the burrow so dwarves can come take the eggs.
6. Have a cage ready for the turkeysplosion.
Title: Re: Ravens are murder. [SPOILERS]
Post by: NJW2000 on May 23, 2015, 10:15:22 am
Erm... TheFlame52... Stray Troglodyte (Tame)?
Title: Re: Ravens are murder. [SPOILERS]
Post by: TheFlame52 on May 23, 2015, 10:16:59 am
Bastiongate has a lot of mods, some of them post-gen. Tame trogs are one of them. Another is child states for many cavern creatures.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Max™ on May 23, 2015, 03:15:42 pm
Ain't no party like a troglodyte party because a troglodye party lacks floor space.
Title: Re: Ravens are murder. [SPOILERS]
Post by: NJW2000 on May 23, 2015, 04:18:15 pm
Actually, he was chained up.

It should be an atrocity to lock up a blameless creature that has the intellect to party.

I know this, as my CMD kept trying to start parties from prison.`  ::)
Title: Re: Ravens are murder. [SPOILERS]
Post by: Loud Whispers on May 23, 2015, 04:49:18 pm
Ain't no party like a troglodyte party because a troglodye party lacks floor space.
TROGLODYTE PARTY ABSOLUTELY MANDATORY

Baron Muthkat just destroyed a lever and there's mechanisms everywhere. I checked the note for it, it says 'release the FBs.' I'm mostly certain this is a historical lever, so false alarm. Still, his mental condition has deteriorated, and I am alarmed as to how he was 1 tile off the necromancer release mechanism. He's just standing outside the hallway of the old kennel, refusing to run off and get a drink even though he's thirsty. I've never seen a sane Dwarf refuse a good drink... I may take away his ammunition at this rate.
Wait, Uvash has gone to talk to him again. This should be interesting.

Quote
Raven
Ravens are relatively benign birds that appear in flocks in most biomes.
In combat, they are unable to deal any significant damage to anything with so much as clothes on. (http://dwarffortresswiki.org/index.php/v0.34:Raven)
Heheheheheheh

Spoiler (click to show/hide)
My Fort's weapons are imbued with the power of fathomless feels.

Spoiler (click to show/hide)
And we're getting somewhere. Two shrew fiends are immobile on the frontier. I can't really do anything about them. Still trying to deal with the Muthkat issue. Maybe if I have him kill a bunch of rutherers his mood will improve, vent some of that anguish.
...
Just checked the shrew fiend cage. It's irretrievable, the shrew fiend still vents poisonous vapours through the cage. I will have it destroyed. Maybe have one of the werecivet dwarves pick it up, or just fling it via bridge into a glowing pit. Perhaps I'll just leave it in the corridor and seal the corridor up.

Actually, he was chained up.
It should be an atrocity to lock up a blameless creature that has the intellect to party.
I know this, as my CMD kept trying to start parties from prison.`  ::)
PRISON PARTY DEFINITELY MANDATORY
Title: Re: Ravens are murder. [SPOILERS]
Post by: Insert_Gnome_Here on May 23, 2015, 05:02:26 pm
Given the posts about how the fort is moving on, I think it would be appropriate to build a history museum or something.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Amperzand on May 23, 2015, 06:42:08 pm
So, uh, bruising wounds don't count, you say?
Title: Re: Ravens are murder. [SPOILERS]
Post by: TheFlame52 on May 23, 2015, 06:48:21 pm
Should I make a similar post about Bastiongate? It's fairly historical, but my save is corrupted. I do have a backup but it's a year old and the fort is abandoned.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Loud Whispers on May 23, 2015, 07:07:03 pm
Given the posts about how the fort is moving on, I think it would be appropriate to build a history museum or something.
It's in the planning stage. Got a good idea of what I want to make, but I'm still thinking about where it should go.
It'll either be:
So, uh, bruising wounds don't count, you say?
It's not that bruising wounds don't count, it's that only bite wounds which tear through the skin count. You've got to monitor fight logs as they happen and quickly mark down any Dwarves that have been successfully bloodied by a bite. If the werecreature bites and then uses the action to "shake Urist by the x with its teeth" that is a guaranteed infected Dwarf. Fair chance it'll also be a dead Dwarf, but you never know.

Should I make a similar post about Bastiongate? It's fairly historical, but my save is corrupted. I do have a backup but it's a year old and the fort is abandoned.
Why not? I know the coarse details of Bastiongate, but I never really heard you say the full story.

In other news I have locked Uvash and Muthkat in the old booze stockpile. Drinking, friendship and memories of the past should cheer the poor Baron up, and if it doesn't, there's not much else that can be done.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Amperzand on May 23, 2015, 07:44:03 pm
...Hmm. Well, I may have a problem. ...Gimme a minute.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Amperzand on May 23, 2015, 07:51:51 pm
...Holy crap I think I might have contained it before they transformed, and my fisherdorf just got over the drawbridge one frame before it would've smashed him into the ceiling. Now to wait a week IG and see what happens.
Title: Re: Ravens are murder. [SPOILERS]
Post by: NW_Kohaku on May 23, 2015, 10:24:29 pm
Say, Loud?  I just want you to know that thanks to you, I can now never again embark anywhere without tower access.  Add it to sand, savage, and either aquifers or rivers.

I was building a peaceful fort in a dense savage forest (temperate and tropical biomes in same embark!) just to play with the new crops. (Goblins were extincted in year 32 by megabeasts/titans thanks to my upping them, - most of the surface demons were killed in year 1 - and an extreme concentration of them on the northern glacier.  I think when I up the spawn count, and there isn't enough room, they all get thrown in the top-left corner of the world.) But now I clearly have to retire it to go live on the shores of an evil ocean because the world's only necro tower is there, founded by the first king of an extinct (elf war) dwarven civilization.  Has a sort of Gilgamesh vibe. (Didn't check until after I was looking around wondering why no gobbos were trying to kill me that I'd have to murder some elves or go all FBs all the time to get some action going.  On the other hand, I got kobolds for the first time in a long while.)
Title: Re: Ravens are murder. [SPOILERS]
Post by: Max™ on May 23, 2015, 11:22:43 pm
Uh, I just realized something.

If you use mode set to swap to arena and take control of an adventurer you should then be able to leave the fort as-is in what counts as a retired but inhabited state, and I don't see why a siege state would change this process.
Title: Re: Ravens are murder. [SPOILERS]
Post by: TheFlame52 on May 24, 2015, 08:53:01 am
Actually, you can abandon during a siege and it counts as retiring. Bastiongate was hit by the same bug - I broke it with both retiring and unretiring and also by waiting for the new year.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Loud Whispers on May 24, 2015, 10:12:33 am
Actually, you can abandon during a siege and it counts as retiring. Bastiongate was hit by the same bug - I broke it with both retiring and unretiring and also by waiting for the new year.
Not in this version of DF, sadly.

Uh, I just realized something.
If you use mode set to swap to arena and take control of an adventurer you should then be able to leave the fort as-is in what counts as a retired but inhabited state, and I don't see why a siege state would change this process.
That won't work. The adventurer would just be stuck within the Fortress borders. A similar trick involves switching from arena to adventure mode, and then starving that adventurer to death within the Fort through the [esc] menu (amusingly, the Dwarves tend to impale aforementioned adventurer on a spike in legends mode). This abandons the Fort with the Dwarves still alive, effectively retiring the Fort in .34, before retiring was a thing. It's buggy to be sure as the game was not meant to do that, but it's a possible way of doing things. I once did that to test my Fort's defences as an adventurer (several adventurers to be precise, including one necromancer adventurer). My most successful foray involved clogging up the front entrance's traps with other people, assassinating a Captain paying respects in the memorial broke, bypassing the Dining Hall's giant axeblades by going through the armory before accidentally walking into a room full of 20 soldiers. It's a fun aside, trying to lay siege to your own fortifications, but the Fort must build onwards. Perhaps when all construction work is done I'll end the Fort this way.

Say, Loud?  I just want you to know that thanks to you, I can now never again embark anywhere without tower access.  Add it to sand, savage, and either aquifers or rivers.
Is that a good or a bad thing? Hahaha

Spoiler (click to show/hide)
Attempts to shoot down the shrew fiends have largely failed, what with them being two times outside the maximum effective range of our crossbows. When in doubt, release the troglodyte corpses; we will see if they can be enticed to die.

Spoiler (click to show/hide)
My Dwarves have created many works regarding heroes of the past. Tales of the Hunters, who set off to kill great beasts in the Spidery Forest. Most of these tales end in death, Zombie Dragons, Umbral Bones, Skinless Monsters and Titans all ultimately taking their toll on the Dwarves stalking the beasts of the blood rain. I always assumed my Dwarves' propensity for carving out the tragic ends of past hunters was part of a ritualistic celebration of their thankless labour, setting up a great bastion of Dwarfkind to put an end to the monstrous attacks on the river hamlets and cities. Recently their engravings and sculptings have become considerably more optimistic.

Spoiler (click to show/hide)
This statue forged by the late Olin, shows the Dwarf Kubuk Townfeeds dying in battle against the Hulking Monster Vucar Urndies in the year 41, whilst hunting great beasts in the Spidery Forest. I thought he was but one more poor sod in history who fell victim to the Forest's denizens. That narrative has changed.

Spoiler (click to show/hide)
This is a statue carved by Captain Ingish Bobrukurel. It depicts Kubuk Townfeeds laughing, while Vucar Urndies cringes. It relates to the the Dwarf Kubuk Townfeeds ripping the Hulking Monster Vucar Urndies in half, shortly before succumbing to his injuries. Alongside inevitable death, Silentthunders has embraced triumph.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Karnewarrior on May 24, 2015, 03:30:55 pm
Now thats a myth. He's like a dwarven beowulf.

Beodwarf.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Amperzand on May 24, 2015, 05:30:02 pm
Beodorf. Yes. I support this.

Also, "Shakes around" apparently doesn't guarantee infection. I've only got one apparent infectee out of four "Shaken around" dwarves. I think it has to be the "Bite" attack that does it.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Dozebôm Lolumzalìs on May 25, 2015, 09:57:01 am
This is legendary.  Masterwork.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Loud Whispers on May 25, 2015, 02:00:56 pm
Also, "Shakes around" apparently doesn't guarantee infection. I've only got one apparent infectee out of four "Shaken around" dwarves. I think it has to be the "Bite" attack that does it.
Hmmm... Perhaps some science will have to be done to solve this for sake of optimization and clarification.

Now thats a myth. He's like a dwarven beowulf.

Beodwarf.
Beodorf. Yes. I support this.
Kubuk Townfeeds was born in the year 16 of unknown descent. At the age of 1 he settled in Souththeater, at the age of 3 he moved to Shovesvessel and by the age of 12 he became a siege engineer in the town of Lancecrux. What happened to his parents, no one will ever know - these events happened 400 years ago. For just 1 year Kubuk would have spent his time in the Dwarven army laying siege to the walls of goblin and humankind. He would change career path when he was attacked by a monstrous troglodyte Vicira Northheated. Though defeated, the young Kubuk would have escaped with his life. This close encounter with death may have thrilled Kubuk to seek out and hunt the great beasts of the Spidery Forest, perhaps to one day find Vicira and even the score. Kubuk would spend the next 5 years hunting beasts in the spidery forest, killing swathes of undead creatures; twisted mockeries of life. Marrying at the age of 24 to a figure unknown, Kubuk fathered one daughter. 3 years later, hunting again in the forest, Kubuk would be ambushed by the hulking monster Vucar Urndies. The night fiend smashed Kubuk's tongue apart with a vicious claw, bellowing its knobbly trunk in triumph. Enraged, Kubuk charged into the hulking monster. He grabbed at it, and even as the creature tore through his flesh, Kubuk pulled with all his strength. With the last vestiges of his ailing might, Kubuk died, and with the last of his will - an all too sickening pop and tear prefaced the hulking monster Vucar Urndies being ripped in two.
Kubuk's daughter Olon Toeship would become a farmer. For 30 years she would farm plump helmets and harvest pig tail fibre. Then in the year of 82, amidst a constitutional crisis, Olon Toeship would move to Beachshoot and take charge, rising from being a farmer to queen and ruler of the esteemed mechanisms, ruling for 122 years, leading the torches of onslaught to war against the goblin foe. Her youngest son Zasit Walledwound proved to have his grandfather's wanderlust, and became a ranger, famously shooting and killing the minatour Lima. With his great strength and victory, Zasit Walledwound sought to fight the greatest foe there was. He attacked the Titan, Ak Blossomrains, and found he could not destroy rain itself - he was swept away. Olon's oldest son Cerol would briefly rule over the esteemed mechanisms after Olon died of old age, her body being interred beneath the scarlet mountain, until Cerol himself died of old age, ending the Townfeeds dynasty in the 3rd century.

Spoiler (click to show/hide)

Interestingly the Dwarves of the esteemed mechanisms are not the same Dwarves of Silentthunders, who hail from across the mountains in the south from the coincidental portals. The Dwarves of the esteemed mechanisms are the native Dwarves who settled on the river valley to the east of Silentthunders. Perhaps most interesting of all is that their first King was a Dwarf named Sazir Razorbelts. Like Olon, Sazir Razorbelts was a ruler of the esteemed mechanisms and he too led the torches of onslaught to war. Sazir Razorbelts is notable because he would become one of the world's first, if not the first, necromancer. The very same necromancer who is single-handedly maintaining the attack of volcanoes on Silentthunders. Rather worryingly, amongst the many books on philosophy that Sazir Razorbelts wrote, he appears to be a great military mind too. One of his books is simply titled: The Birth of The Commander. Add to his experience given that he is older than recorded history... Well, Sazir sounds like a Fun Dwarf to be around. It should be Fun to see how he attacks the walls next.
Title: Re: Ravens are murder. [SPOILERS]
Post by: NightmareBros on May 25, 2015, 02:53:16 pm
Rather worryingly, amongst the many books on philosophy that Sazir Razorbelts wrote, he appears to be a great military mind too. One of his books is simply titled: The Birth of The Commander.

Well great, you have a Sun Tzu Necromancer somewhere in the fort.

good luck finding him, he wrote the book on conducting a Undead Siege and is probably hidden in ambush somewhere on the map with a bunch of undead ravens
Title: Re: Ravens are murder. [SPOILERS]
Post by: NW_Kohaku on May 25, 2015, 04:43:25 pm
I don't know what it is, but apparently, there's something in this game that makes it think the most regal of all professions is farming.  Practically every time I look into my king or queen's past, they are ALWAYS a farmer who was not blood-related to the last monarch.  (Even when my monarch is an elf or something - grew up a farmer!)
Title: Re: Ravens are murder. [SPOILERS]
Post by: NJW2000 on May 25, 2015, 04:47:22 pm
If you play *properly* (sticks nose in air) than farming should be the only survivable profession: no outdoors, only occassional megaprojects, not close to the workshops and the community and the mandates and the trade depot and the FUN, FUN, FUN.

It's a wonder more dwarves don't value it.
Title: Re: Ravens are murder. [SPOILERS]
Post by: NW_Kohaku on May 25, 2015, 04:59:15 pm
If you play *properly* (sticks nose in air) than farming should be the only survivable profession: no outdoors, only occassional megaprojects, not close to the workshops and the community and the mandates and the trade depot and the FUN, FUN, FUN.

It's a wonder more dwarves don't value it.

Hey, I "outdoor farm" by "greenhouse", too. 

I remember having my first fort actually being near a goblin tower, actually.  In it, the goblins were just getting massacred in worldgen by the local elf and human civs.  However, they were barely hanging on because the child snatchers were A. out of town whenever a war came or something, because they never were killed in them, and B. they stocked their armies with snatched elf and human children.  This resulted in things like the story of one elf girl who appeared in several of my engravings who had 167 kills before she died... after only one year in the army.  She single-handedly turned back 5 elvish armies before dying, and had to be replaced by another who just turned "adult". 

They don't make teenagers like they used to...

Anyway, it seems like farmers are protected in this game like snatchers were for goblins...

Although considering what I saw in cities, with cities never producing stone or metal, I think it may be possible that it's just that something like 95% of worldgen populations are farmers or something, maybe, and it's only when you look at them, the non-historics get all these random other skills?
Title: Re: Ravens are murder. [SPOILERS]
Post by: Amperzand on May 25, 2015, 11:07:10 pm
The Dread Necromancer Sun Tzu is come! Fear its unbeatable Tactics!

Also, werebeast !!Science!! is very much necessary, I don't know whether to imprison or ignore my militia
Title: Re: Ravens are murder. [SPOILERS]
Post by: Max™ on May 26, 2015, 01:44:48 am
I tend to find a lot of ranger kings.

Interestingly I tried to make an adventurer only caste of elves/dorfs/humans with better materials and 0 pop ratio, accessed with an item from killing one of the steel colossi hanging out pretending to be deities at various sites, but I forgot that since I gave them genders and such they could be born normally.

So while trying to track down which of the three hamlets in the area which are said to have dragons ruling them was going to pay off I bump into a hurf (improved human caste, dwarf:dorf, elf:erf, human:hurf) who is the lord of a site which supposedly has a dragon master, and said hurf claimed to have been a ranger before rising to power.

I did not rename him Aragorn... largely because the thought didn't occur to me until just now... never did track down the dragon either, probably be hilarious if it was chilling in one of the little houses.

'Hey, anyone seen a dragon claiming to be a deity?'
"Yeah, that's her right there."
'Oh...'
*DRAGONFIRE EVERYWHERE*
Title: Re: Ravens are murder. [SPOILERS]
Post by: Max™ on May 26, 2015, 02:01:11 pm
GIVE US THE DEETS MAN, DID YOU FIND THE NECRO?
Title: Re: Ravens are murder. [SPOILERS]
Post by: Loud Whispers on May 26, 2015, 03:55:20 pm
GIVE US THE DEETS MAN, DID YOU FIND THE NECRO?
The dead walk again! (Again). It's been two winters since renovations began on the reservoir works, nearing the 3rd. The brook was entrenched with frost in late autumn, with winter dawning on the horizon. Another thing creeping on the horizon was an elf horde. This was slightly problematic.
Baron Muthkat Practicering was angry that day, incredibly so. The sun nauseated him, his wife was dead (and thankfully, he didn't have to be the one to kill her the second time) and he'd been far too long without a good fight. Baron Muthkat stood at the palisade, looking beyond the battlements. The skies were clear, and it wasn't raining dwarf blood anymore, so he could easily see the foe. In unison they encircled Silentthunders, making for the gatehouses, and like idiot elven buffalo they rushed the battlements en masse, enfused with determined malice. Muthkat stood with 2 speardwarves and 1 combat miner of the Blockaded Spines, firing steel bolt after bolt into the charging horde. One of the speardwarves interrupted his methodical annihilation of the elf corpses.
'Tekkud is out there!' Shouted Akrul Ragslaughter, of the Blockaded Spines. The look on her face was a mixture of concern, surprise and urgency. The look on the elves' faces was a skinless visage embedded with two large olive eyes. And a steel bolt here and there, every now and then.
'Bring him back!' Shouted Muthkat. And with that, Captain Ingish, Akrul and Rakust set off to find Doctor Tekkud Oakchanneled, husband of Akrul Cerol Ragslaughter.
Muthkat stood alone on the palisade as the elves' stench began to infest his nostrils, making him angrier; he wondered why the elven corpses weren't polite enough to contain their miasmic stench beneath a full coat of skin like everyone else. Were they flayed in life before death, for whatever nefarious purpose the last of the Bells of Amusement had in mind? Were they in an advanced state of decay? Why were there so many elves? Many questions, and too little time for answers. Muthkat reached for his next bolt, and paused, as he saw the pink stick in his hand. He had forgotten to empty his quiver of training bolts and replace them with steel bolts. How forgetful of him, he thought, as he fired the tunnel tube bolt into the closest elf corpse. The wooden bolt flew straight and embedded in its face, jutting out awkwardly. For a moment the elf corpse looked like a skinless pink-horned unicorn, and Muthkat was close to laughing. Then the elf corpses were on him, led by their unicorn general. What happened next was somewhat of a blur.
Later that day Muthkat regained his good wits on a brass road paved in mutilated elf corpses, with a bloody steel crossbow in his left hand and a bloody adamantine battle axe in his right. He made his way back to the Fortress courtyard lodging pink bolts in the few surviving corpses that showed signs of movement; stuck on wall spikes here or burning on the magma moat's periphery there, all turned into pink pincushions in short order. He named his crossbow Windrack the Bitter Numbers, as there were a lot of numbers associated with his crossbow. 232 lives, all claimed by Windrack the crossbow.
Feeling somewhat better, Muthkat made it back to  survey the damage. The mess outside had only gotten worse with yet another layer of elven corpses to eventually clean up, and about a half a dozen or so sentry pigs had been killed. At least the sentry plump helmet men well all right, though they didn't seem happy either way.
The Dwarven Mechanic Thikut greeted Muthkat on his way back into the Fort. He carried Doctor Tekkud carefully, as his leg had been broken just about everywhere. Captain Ingish returned soon after, as did Rakust, who was glad to have not died on his first true military experience. Muthkat waited for Akrul to come back. Fearing the loss of one of the Fort's legendary bowyers (who could ever turn down an Akrul crossbow!), Muthkat was delighted to hear that she was the first one out and the first one in, having been brought to the hospital after single-handedly holding off the elves on the northern bride to an almost-fatal end. She is one of the Fort's many blind Dwarves.

As winter sets in and the reservoir is dry due to renovation works, this is perhaps the worst time to be wounded. Clean water is available safely in the quarry gardens, which isn't exactly clean water but it's the closest thing there is to it, since the brook is frozen for another 3-5 months (can't remember the exact time the whole river unthaws). If they live that's great, if they die at least they die together.

Spoiler (click to show/hide)
Spooky, spooky elven fleshy skeletons. One of them's still alive and just burning away in the moat, turning itself into a great big smoke stack.
The necromancer Sazir Razorbelts has still not yet been found. I must know where the necromancers found all these elf corpses. Also, why only elves? Maybe the necromancers have a particular hatred for creatures that are naturally immortal? Maybe these forests were once elven burial grounds, and the necromancers profaned them, making them evil? Maybe the necromancers just find it particularly easy to raid the elves? Were these elves about to be eaten by their peers, and the necromancers just stole the equivalence of dinner scraps? Who knows.

Spoiler (click to show/hide)
Baron Muthkat was on the brass palisade shooting elf corpses, when I noticed that he'd run out of steel bolts (one shot kill) and only had tunnel tube bolts left (shit wooden training ones). At which point elves were storming the palisade with comically large numbers of bolts sticking out of them. Muthkat's been worrying me for quite some time as since the death of Commander Vabok he's been getting sober (I assume it's the Dwarven equivalent of a human becoming an alcoholic), starting fights and breaking shit. He calmed down a bit when I put him back on military duty (that's one thing I've noticed, even the blind soldier Dwarves don't like being off duty for too long, once they've become used to the military life it is their life), and could probably have used a bit of cheering up (slaughter) and trauma (attacked by undead) to help him forget about death. The undead swamped the walls the moment he ran out of steel bolts, at which point Muthkat entered a martial trance and began cracking skulls with his crossbow and taking legs with his axe. He's calmed down since his martial trance.
While this was happening the Dwarves of the Blockaded Spines set out to save Doctor Tekkud, who had one of his legs savaged by an elf corpse. He was out stockpiling fallen bolts when the elves attacked. Captain Ingish focused on stabbing elves approaching from behind while Akrul moved ahead to kill the corpse trying to kill her husband. Rakust tried to make himself useful, but is still a fairly fresh recruit. A brave amateur. Akrul got mobbed by 5 more elf corpses, she managed to push one into the magma moat before having her arm broken (dropping her adamantine spear!). At this point she fled a short distance before collapsing from pain (this saved her life) while Ingish and Rakust swooped in to save both of them. Many war pigs died, I wanted to see if their corpse would be enticing to any stealthy necromancers. Nothing. Sun Tzu Necromancer is testing the Fort's defences.

As a sign of progress, it is noteworthy that for the first time ever the Fort's towers are now so tall that builders working on the top level cannot actually see elf corpses far below, and if they can they must be like ants to them because they're not even worried and no work is interrupted.
Title: Re: Ravens are murder. [SPOILERS]
Post by: TheFlame52 on May 26, 2015, 04:05:10 pm
awesome
Title: Re: Ravens are murder. [SPOILERS]
Post by: Insert_Gnome_Here on May 26, 2015, 04:38:24 pm
is that red ALL blood?
Title: Re: Ravens are murder. [SPOILERS]
Post by: NW_Kohaku on May 26, 2015, 04:40:05 pm
Nothing helps you forget about death like pummeling a horde of skinless corpses until they stop wriggling!
Title: Re: Ravens are murder. [SPOILERS]
Post by: Loud Whispers on May 26, 2015, 04:43:23 pm
is that red ALL blood?
Yes, also some blood snow

Nothing helps you forget about death like pummeling a horde of skinless zombies until they stop wriggling!
Stress relief!
Title: Re: Ravens are murder. [SPOILERS]
Post by: NW_Kohaku on May 26, 2015, 05:00:38 pm
As for where all the elf corpses came from, generally speaking, elves, being filthy unwashed hordes that have mastered no sciences other than eating, shitting, and breeding, (and the jury is still out on the shitting part,) tend to zerg rush in every war with untrained recruits. 

If they lose a battle, they tend to lose hundreds of soldiers to their enemy's dozen.  (I've had battles where a lone soldier got 167 kills in a battle in worldgen - ironically, an elf 13-year-old who was kidnapped and goblinized and used to fight back the elves who would claim back her sisters.) The enemy may not bother to clean them up, especially if they were interrupted in the middle of the march to a city, and it was a battle in an open field.  Hence, a battleground where the elves lost would be a prime place for cleaning up hundreds of elven corpses at once. 

Bonus if it's near a goblin tower.  Goblin-on-elf wars are genocidal, and wind up causing tens of thousands of deaths.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Loud Whispers on May 26, 2015, 05:10:08 pm
Makes sense. Elven immortality makes for large families, Elven weapons and armour makes for high Elven mortality rates. Lots of Elves, and lots of Elves prone to dying. Put both together and you've got a massive field of elven corpses to pick from. It is both humorous and terrifying to know that an elf civilization without elven morals would very quickly emerge as a military power on a par with goblinkind, capable of waging devastating wars on the other civilizations. It seems elven heroes are only born with goblin names or dwarven weapons.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Insert_Gnome_Here on May 26, 2015, 05:10:27 pm
I'm pretty sure covering EVERY single exposed tile on the map in blood is a win condition of DF. You're getting close.
Title: Re: Ravens are murder. [SPOILERS]
Post by: NW_Kohaku on May 26, 2015, 05:18:27 pm
I'm pretty sure covering EVERY single exposed tile on the map in blood is a win condition of DF. You're getting close.

He has blood rain weather, so he's getting some outside help.

Makes sense. Elven immortality makes for large families, Elven weapons and armour makes for high Elven mortality rates. Lots of Elves, and lots of Elves prone to dying. Put both together and you've got a massive field of elven corpses to pick from. It is both humorous and terrifying to know that an elf civilization without elven morals would very quickly emerge as a military power on a par with goblinkind, capable of waging devastating wars on the other civilizations. It seems elven heroes are only born with goblin names or dwarven weapons.

Actually, I find the ultimate weapons are goblins captured by humans.  Basically, they form human cities where they can have populations in the tens of thousands, but don't suffer from starvation or disease, still have iron, don't go to war constantly, and can breed like tribbles. 

If so much as a half-dozen goblins start living in a human civ, then 200 years later, you will have a human civ conquering half the world with a goblin population of hundreds of thousands. 
Title: Re: Ravens are murder. [SPOILERS]
Post by: TheFlame52 on May 26, 2015, 05:36:03 pm
Makes sense. Elven immortality makes for large families, Elven weapons and armour makes for high Elven mortality rates. Lots of Elves, and lots of Elves prone to dying. Put both together and you've got a massive field of elven corpses to pick from. It is both humorous and terrifying to know that an elf civilization without elven morals would very quickly emerge as a military power on a par with goblinkind, capable of waging devastating wars on the other civilizations. It seems elven heroes are only born with goblin names or dwarven weapons.
Read Yonali Smithwings in my sig. She may have lost three times what her opponents did, but she always won.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Max™ on May 26, 2015, 09:34:16 pm
'Oh heavens no, that isn't all from the blood rain.'
"Oh good, I was worried for a second."
'Yeah, it's still winter so most of that is blood snow.'
Title: Re: Ravens are murder. [SPOILERS]
Post by: NW_Kohaku on May 26, 2015, 10:22:57 pm
'Oh heavens no, that isn't all from the blood rain.'
"Oh good, I was worried for a second."
'Yeah, it's still winter so most of that is blood snow.'

Remember, every blood snowflake is as unique as the dwarf dragged down to the HFS and strapped into the bleeding machines to make it. 

I had an image in my head of dwarven children all bundled up and throwing blood snowballs... then I remembered that snowballs fracture ribs in this game, so I would presume blood snowball fights would have to be children against zombies.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Max™ on May 27, 2015, 04:14:01 am
...it never even came to mind that I could do something with snow besides shove it in my waterskin and melt it... I CAN KILL PEOPLE WITH SNOWBALLS?!?!?!
Title: Re: Ravens are murder. [SPOILERS]
Post by: NW_Kohaku on May 27, 2015, 11:01:42 am
...it never even came to mind that I could do something with snow besides shove it in my waterskin and melt it... I CAN KILL PEOPLE WITH SNOWBALLS?!?!?!

I understand it's been seriously nerfed since the last time I played Adventure Mode, but even with the nerfing, throwing should still be the most powerful combat skill in the game.  (At one time, the ONLY known method of killing a Bronze Colossus was to throw a fluffy wambler or other small objects at its head.)

Every random nobody in DF has a pitching arm that puts Nolan Ryan to shame and a 300 mph fastball.  If you can kill someone with a puddle of vomit, your snowballs should still be capable of cracking skulls. 

I've heard of people minting steel coins specifically to stack up and let adventurers loot because they are such powerful weapons...
Title: Re: Ravens are murder. [SPOILERS]
Post by: Loud Whispers on May 27, 2015, 12:10:59 pm
'Oh heavens no, that isn't all from the blood rain.'
"Oh good, I was worried for a second."
'Yeah, it's still winter so most of that is blood snow.'
Remember, every blood snowflake is as unique as the dwarf dragged down to the HFS and strapped into the bleeding machines to make it. 

I had an image in my head of dwarven children all bundled up and throwing blood snowballs... then I remembered that snowballs fracture ribs in this game, so I would presume blood snowball fights would have to be children against zombies.
Bloodball fight!

I'm pretty sure covering EVERY single exposed tile on the map in blood is a win condition of DF. You're getting close.
It all melts away when the ice thaws, there'd have to be some really impressive time management and corpse dropping to bloody the whole map. Would also have to destroy the brook... It's possible. I'm aiming for another win condition: Raise a dwarf from birth till death from old age, or at least maxage.

It took Sazir Razorbelts 9 years to discover the secrets of life and death from the Fence of Dying. In the 10th year he became commander of the Bells of Amusement. 6 years after discovering the secrets, he taught them to the dwarf Etur Palacecircle. He would spend the next centuries writing:
Spoiler (click to show/hide)
He had one son called Kubuk Neutrallashes, who did not inherit the throne when his father became a Necromancer. Presumably these sort of things hurt your claim to the throne. Kubuk Neutrallashes killed a giant, died of old age, married yet childless. Interestingly all of Sazir's books are written in a style most tender, touching, so much so that they could only have been written by a merciful spirit. All things considered he seems like a jolly fellow, ignoring the whole necromancy stuff.

Spoiler (click to show/hide)
The Necromancers worship a spooky skeleton goddess of death, war, fortresses and disease. No one worshiped Kurik until Sazir did.

Spoiler (click to show/hide)
Also I've just found out that Mongrelflinched the Crab of Clams and Iru the lidless titansnake corpse are one and the same. Iru/Mongrelflinched broke the stalemate that had settled in the spire corpse factory.

Spoiler (click to show/hide)
The Savage War continues, with the latest attack 'the assault of murders' having been repulsed. I do like the idea of scholars around the world trying to figure out why the Dwarves of Silentthunders and the Necromancers of the Bells of Amusement waged war.

Spoiler (click to show/hide)
A brand new arena is being built, right underneath the epicenter of genocidal flooding. I figured, why install plumbing into my already-existing Colosseum when I can install a brand new Colosseum into my already-existing plumbing? Round one will be war boars vs wild rutherers. Round two will be war eagles vs raven corpses, since we've now had dozens of eaglets hatch. The final round will be special; one of the human guests of Silentthunders, a lasher (the only one I didn't fully disarm, a fortunate oversight) has been trained for the fight. He is now a master-lasher. He'll be going up against the 5 elf corpses captured in the latest siege. Later on, I might also be able to get some were-creature science done in there, I still haven't worked out just what the hell interrupted Asmel's transformation.

Spoiler (click to show/hide)
The Fort has managed to move its first demon into secure containment. A sleet demon composed of snow, it has two narrow tails and it squirms and fidgets. It's been placed in solitary confinement with little room to move so it can't get up to any funny business. The prison itself is being constructed just over a dozen zlvls above ground level, atop the citadel, resting on a bulky 4x4 pillar. One of the more harmless ones, catching it was nevertheless extremely difficult... We have to catch many more before we can continue hell works.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Gojira1000 on May 27, 2015, 01:12:02 pm
This saga one of the most dwarf-y things ever.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Insert_Gnome_Here on May 27, 2015, 05:54:45 pm
Daemon prison? I like.
Title: Re: Ravens are murder. [SPOILERS]
Post by: NW_Kohaku on May 27, 2015, 08:19:04 pm
If at all possible, try to have a caged demon in your dining hall or as a standalone zoo.  (Just not a syndrome one, of course...)

I remember building a zoo out of every megabeast that came to my biggest 40d fort, (before it had a permanent siege bug that prevented more from coming...) and I put up mist generators right next to them so that I could create a full "King Kong" vibe.  I've never gotten quite as many since that first major fortress.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Jurph on May 28, 2015, 11:38:58 am
You can thank me - indirectly - for what happened to you.  A long time ago Toady had a fund-raising drive to add new animal species to the RAWs.  I chipped in a few bucks and sponsored the raven because I'm from Baltimore. 

...you're welcome?
Title: Re: Ravens are murder. [SPOILERS]
Post by: NW_Kohaku on May 28, 2015, 05:01:51 pm
You can thank me - indirectly - for what happened to you.  A long time ago Toady had a fund-raising drive to add new animal species to the RAWs.  I chipped in a few bucks and sponsored the raven because I'm from Baltimore. 

...you're welcome?

Hey, LW, someone just volunteered to be "thanked" by becoming another member of your eternal zombie hoard to fight demons until killed, reraised, and killed again until the end of your patience with this epic fort!
Title: Re: Ravens are murder. [SPOILERS]
Post by: Insert_Gnome_Here on May 28, 2015, 05:43:56 pm
Hail Jurph: father of the dæmonscourge!
Title: Re: Ravens are murder. [SPOILERS]
Post by: Loud Whispers on May 28, 2015, 06:50:24 pm
You can thank me - indirectly - for what happened to you.  A long time ago Toady had a fund-raising drive to add new animal species to the RAWs.  I chipped in a few bucks and sponsored the raven because I'm from Baltimore.
...you're welcome?
Hey, LW, someone just volunteered to be "thanked" by becoming another member of your eternal zombie hoard to fight demons until killed, reraised, and killed again until the end of your patience with this epic fort!

I could write so much, but all the words in all the languages of the world would only convey how I feel all the more inaccurately.

To take one of my quotes out of context, this is what you helped to put me through:
FILL THE SKY WITH STEEL BOLTS OR ELSE WE'LL ALL BE KILLED BY THE FLYING DEATH OH GOD THEY GOT MY EYEBALL ARRRRR
Thanks Jurph, now I've learned to stop worrying and love the raven. It eats my enemies.

Spoiler (click to show/hide)
I got really confused when my FPS suddenly bricked. I figured, hey, I'm refilling the reservoir so there's a lot of flowing liquids, that must be it. Then the reservoir was full and my FPS remained bricked. Looked for the culprit, found that most of the doors in the quarry had been smashed down, and two FBs were climbing their way up to the Overworld through the Quarry Ramp. One was a three-eyed buffalo and the other a great big quadraped composed of water. I considered letting them climb up the ramp for a fair fight, up until I saw that they were both webbers. A fight in the corridor to the surface world would be a massacre. If you don't want a fair fight, don't expect a fair fight in return.
Spoiler (click to show/hide)
The Dwarves waited patiently for the FBs to arrive within firing range. Sure enough, they did. Stuck in quite possibly the worst place for a creature the size of several blue whales to be, the water beast was killed when its head was severed clean off by a steel bolt fired by Baron Muthkat. The three-eyed water buffalo clumsily fell off the ramp into the magma below, amazingly managing to climb up the ramp a short bit before dying from being horrendously burnt.
Spoiler (click to show/hide)
Its body came back to life and destroyed more doors, making it past the quarry ramp through one of the prison-side entrances, where it was put down by a large assembly of Dwarves, not before it could damage a masterwork door sadly. I had hoped to be able to recover its body, as besides its scorching wounds its corpse was still in good condition. After the encounter in the hallway... Not so much. It was only good for cooking, and as it was a giant slab of roast buffalo, I'd say this was no loss for the Dwarves of Silentthunders (providing they liked their meat well done).
Spoiler (click to show/hide)
One Dwarf also turned some of the Buffalo's bones into an artifact buckler, which has been given to Captain Ingish Bobrukurel as one of the Fort's most dangerous melee Dwarves to use in battle.
Spoiler (click to show/hide)
Construction work is progressing smoothly, with one hiccup. It took 25 years, but I'm finally all out of limestone. Marble stocks ran out a few years prior. About over 6,000 went to roads, 1000 to stone traps, 8,000 to mechanisms, 8,000 to furniture and 27,000 to constructions, give or take several thousand boulders. A few hundred might've also ended up as gem cabochons, and a modest amount would have gone to refining iron. No more than a hundred or so will have been lost to cave ins or magma. I believe I'm close to crossing the line where I've used more than half the limestone that can be dug up, but there's still large regions that have gone undug because I didn't want to spoil the landscape.
So I guess it's time to spoil the landscape. I'm thinking, maybe dig up some marble first for the arena, while limestone continues to be used on the upper Fortress works. The arena is one of the simplest buildings around, and at the very least it could do with  some vibrant white marble to paint red.
Title: Re: Ravens are murder. [SPOILERS]
Post by: NW_Kohaku on May 28, 2015, 11:22:48 pm
Have you put up images of this fortress anytime recently? I'd really like to get a sense of its layout in its totality, especially since this fortress's story is In Medias Res at the start of this thread, (and the older images thread,) and the early days of this fort can only be inferenced by the story of the original zombie raven swarm.

Also, just what do you have for limestone and against sand, anyway?  (Although I'm one to talk... My current fortress is quartzite and granite all the way down...)
Title: Re: Ravens are murder. [SPOILERS]
Post by: Aslandus on May 29, 2015, 12:22:06 am
Stone blocks are your friend, use them and your stocks will last far longer :)
Title: Re: Ravens are murder. [SPOILERS]
Post by: NW_Kohaku on May 29, 2015, 01:56:56 am
Stone blocks are your friend, use them and your stocks will last far longer :)

He just talked about using 50k of just two types of layer stone.  I think his tower is 100 z-levels tall, according to the other thread, and it's all marble or limestone.  (Fun fact: Marble is limestone that has been partially melted by magma, then cooled into that more interesting swirly striation texture.)

I don't think he could make all that without blocks...
Title: Re: Ravens are murder. [SPOILERS]
Post by: Loud Whispers on May 29, 2015, 12:23:55 pm
Stone blocks are your friend, use them and your stocks will last far longer :)
He just talked about using 50k of just two types of layer stone.  I think his tower is 100 z-levels tall, according to the other thread, and it's all marble or limestone.  (Fun fact: Marble is limestone that has been partially melted by magma, then cooled into that more interesting swirly striation texture.)
I don't think he could make all that without blocks...
Yep, been using blocks from the beginning; constructed walls made out of raw stone makes rough walls instead of regular walls as well. A few thousand also got turned into pots and hatches as well, and another few thousand for statues... Quite a bit.

Have you put up images of this fortress anytime recently? I'd really like to get a sense of its layout in its totality, especially since this fortress's story is In Medias Res at the start of this thread, (and the older images thread,) and the early days of this fort can only be inferenced by the story of the original zombie raven swarm.
Also, just what do you have for limestone and against sand, anyway?  (Although I'm one to talk... My current fortress is quartzite and granite all the way down...)
Sure, I could get some images. Stonesense has stopped working for me, but I've managed to get Overseer back up.
I particularly like limestone because it's one of my favourite stones in real life (being used in the construction of St. Paul's Cathedral (http://i.imgur.com/OGE9aYx.jpg)) and in DF; it's a valuable flux stone, a nice bright colour and was the first stone layer dug into (so it became the primary building material, with marble being the second because it too was the second stone dug into). Hatred for soil walls and all that, it just doesn't look nice in my opinion. I wouldn't want dirt walls in real life, and logically I built this Fort as I would build one to withstand a real siege - dirt walls are easier to undermine than stone walls.

[Click on the images to view them at full size]
Spoiler: Unannotated (click to show/hide)
Spoiler: At night (click to show/hide)
Spoiler: Godzilla for scale (click to show/hide)
Spoiler: From another angle (click to show/hide)
Overseer's great for getting the big picture, but not so much on finer details like Stonesense. The walls are 3z levels above ground level by standard, though most will end at around 4z levels. The walls also extend 1zlvl below ground level into the moat, just so there's no dirt exterior and the wall is complete on all levels. The tallest complete tower is 23zlvls high (from ground level), the largest of the two finger towers. The tallest unfinished tower is Tower Likot, at 31zlvls high (and rising, though it nears completion) whilst the tallest building is the Memorial Broke, standing at 32zlvls high if you include the steel pickaxe on the roof. The tallest structure is the stairway to heaven, which extends 100zlvls into the sky, but it's for the most part still mostly just a fortified stairway.

Title: Re: Ravens are murder. [SPOILERS]
Post by: NW_Kohaku on May 29, 2015, 01:21:26 pm
Truly awe-inspiring... I don't think I'll stick around my current fort for that long (as it has no goblins or undead, and is therefore pretty boring until I get some FBs, and was mostly just built to play with the new crops...) but my next fort may have to be built with this in mind.

What parts of your fortress lie in what biomes? (For that matter, what's your embark size?)  I know only part of your fortress is in an evil biome from what you said before...

The fact that you're still talking about how this will look for an adventurer...

Are there any succession games where you just pass around a save of abandoned/retired fortresses just so adventurers can go through them?  (There should be, now that I think of it...)

I am starting with a ton of quartzite in my recent fort, myself, but if I were doing some truly serious megaprojects, I'd probably be forced to use Gabbro.  Quartzite is only 10 z levels of half my embark (5 in the other half), and I have marble for only about 10 zs as well.  I have about 70s of either diorite or gabbro, depending on which biome I mine.  (And my favorite igneous intrusive is granite, which only comes in some 5 zs or so...  Gabbro's at least mafic, so it has being iron-rich to go for it, but it's softer than granite.  Diorite is just the wishy-washy middle stone.)

Also, for what it's worth, due to my particular vertical-centric design philosophy, I'm personally obsessed with hatches, as well as doors.  Given a chance, I will hatch every ramp in my fortress. (I'm using ramps instead of stairs now.)

(Also, how, exactly, does your DOWDING ravendar actually work?)

(Also, also, you mentioned wall spikes before.  Where/what are those?)
Title: Re: Ravens are murder. [SPOILERS]
Post by: Loud Whispers on May 29, 2015, 01:28:48 pm
What parts of your fortress lie in what biomes? (For that matter, what's your embark size?)  I know only part of your fortress is in an evil biome from what you said before...
The Citadel, Hospital, Farms and Memorial Broke are all entirely on the non-evil side, with other buildings straddling both biomes. Everything the blood rain falls on is evil.

The fact that you're still talking about how this will look for an adventurer...
Are there any succession games where you just pass around a save of abandoned/retired fortresses just so adventurers can go through them?  (There should be, now that I think of it...)
I haven't thought about it. I do recall there was an earlier effort to build a world full of custom Forts built entirely for adventurers, but it died out and was forgotten when the new DF version came out. It'd be interesting to see such a thing revived, definitely.

I am starting with a ton of quartzite in my recent fort, myself, but if I were doing some truly serious megaprojects, I'd probably be forced to use Gabbro.  Quartzite is only 10 z levels of half my embark (5 in the other half), and I have marble for only about 10 zs as well.  I have about 70s of either diorite or gabbro, depending on which biome I mine.  (And my favorite igneous intrusive is granite, which only comes in some 5 zs or so...  Gabbro's at least mafic, so it has being iron-rich to go for it, but it's softer than granite.  Diorite is just the wishy-washy middle stone.)
I'm lucky in that a weird quirk multiplied the amount of blocks I should've been able to make relative to how much digging I did. I started this Fort in the version of DF where the amount of stone yielded was relative to the skill of the miner, so there was a near 100% efficiency to limestone/marble yields. The caveat was that it cost 1 boulder to make 1 block... That is until the update, where miner efficiency was set at a flat rate of 25% but 1 stone boulder would yield 4 blocks. When I updated my game mode, it effectively quadrupled my block reserve.

Also, for what it's worth, due to my particular vertical-centric design philosophy, I'm personally obsessed with hatches, as well as doors.  Given a chance, I will hatch every ramp in my fortress. (I'm using ramps instead of stairs now.)
(Also, how, exactly, does your DOWDING ravendar actually work?)
I can't believe I missed the opportunity to call it Ravendar (http://www.bay12forums.com/smf/index.php?topic=120509.msg3877438)

*EDIT
It's also heartwarming to see the surviving 6 of the starting 7 all partying in the wells together.
Title: Re: Ravens are murder. [SPOILERS]
Post by: NJW2000 on May 29, 2015, 01:42:16 pm
Harvest = lycanthropy thing, right? I remembered that you had a couple, though at first I thought it was Bloodborne. :(

Which somebody who's good at megaprojects should totally do as a fort theme!

EDIT: Hint hint.
Title: Re: Ravens are murder. [SPOILERS]
Post by: NW_Kohaku on May 29, 2015, 02:16:51 pm
But just out of curiosity, what biomes were they, besides evil or not? 

Also, sorry for the late edit, so what are the wall spikes you mentioned before, and what did they do?
Title: Re: Ravens are murder. [SPOILERS]
Post by: Loud Whispers on May 29, 2015, 03:33:35 pm
Harvest = lycanthropy thing, right? I remembered that you had a couple, though at first I thought it was Bloodborne. :(
Which somebody who's good at megaprojects should totally do as a fort theme!
EDIT: Hint hint.
Force embark on a human town. Breed a force of hunters and lycanthropes. Begin the hunt. Let Yarnham burn.
And the Harvest...
Spoiler (click to show/hide)
It's a giant battle axe that has been soaked in Dwarven blood since the day it was built. How many have died under its watch... How many have died...? Ha ha ha...

But just out of curiosity, what biomes were they, besides evil or not? 
Spoiler (click to show/hide)
Also, sorry for the late edit, so what are the wall spikes you mentioned before, and what did they do?
They're weapon traps placed on the top of the ground-level wall segment, alternating silver and copper menacing spikes. Considering how there are only two points where a non-flier can reach the wall spikes (at the brook entry and exit point), and that they're open to the world to see (so human and elven diplomats would make their civilizations unaffected by them) they're mostly for show as the Fort's tetrahedrite mines have produced a lot of copper and silver. They're meant to be seen, and they're meant to show off wealth in one of the most menacing ways possible: Through the menacing spike.

With that said... The spikes are active, and automated.

A majestic wild eagle that wishes to rest its legs by perching on my walls will find that my wall spikes have several disagreements with how attached it is to its limbs. And its organs.

This applies to ravens too, and I was amused once to find that I had accidentally walled a child outside the walls when it was attacked by the ravens. The ravens found the wall spikes to disagree with them too.

There's just under 800 wall spikes now, only the Moose Pit walls going up north to the southern side of the Brass Palisade need spiking. I may even use the steel spike surplus from hell to cap the last spike segments.
Title: Re: Ravens are murder. [SPOILERS]
Post by: miauw62 on May 29, 2015, 03:54:08 pm
Silentthunders or: How I Learned To Stop Worrying And Love The Raven
Title: Re: Ravens are murder. [SPOILERS]
Post by: NW_Kohaku on May 29, 2015, 10:31:35 pm
Spoiler (click to show/hide)

The fact that your Broke is a crypt built on top of a brook called The Helpful Crypt is pretty amusingly appropriate.  (Although considering all this zombie raven stuff, one named "ill vulture" is also cutting close to the mark.)
Title: Re: Ravens are murder. [SPOILERS]
Post by: Loud Whispers on May 31, 2015, 04:05:24 pm
Within the society of Silentthunders the closest thing to a civilian class is the citizen's militia. Several Dwarves made it into this narrow band of society by virtue of possessing skills that were vital to the early Fort's survival. And so a few dozen Dwarves prefaced their name with C. (Citizen) instead of R. (Recruit). They were mostly all alcohol brewers, farmers and the occasional engineer, Dwarves who were privileged enough to have more time off-duty than regular soldiers in order to keep their respective industries running. One of these Dwarves was a Dwarf called Dishmab Wireduty.
Dishmab Wireduty was a mother to two called Deduk and Logem, and was herself married to Onul Portalcaves. She had the droll task of performing maintenance on the Quarry rampway that season, as it had been heavily damaged in the last attack - broken door splinters and snapped bolts littering the ramp. It was a quiet season of 439. In the aftermath of the last necromancer assault and the forgotten beast attacks, little happened of note. Salmon had been spotted in the reservoir in record numbers. (http://i.imgur.com/l52EKQF.png) Massive layers of limestone had been stripped bare (http://i.imgur.com/k5C4fRM.png) and filled with obsidian. (http://i.imgur.com/U0t9kER.png)
Nunur the great alligator chose this time to ascend.
Nunur was an alligator whose hide was coated in fur, not scales. Nunur was also very big. It was nearly 170 times larger than the largest Dwarf and breathed fire. Nunur emerged from a crevice in the Quarry, crashing through the unsealed caverns, blocking Dishmab's sole exit. Dishmab reacted quickly by firing a steel bolt into the alligator's chest, tearing one of its lungs. Nunur attacked Dishmab again and again, throwing her far down the ramp. Tooth, claw and stone clashed sharply with Dwarven steel; Dishmab fired one last bolt, and she missed. Nunur swiftly caught her and battered her again and again. Dishmab hit the crocodile in vain, hits glancing off futilely, lacking the strength to cause any harm to a creature of such size. It could only end one way, Dishmab being forced closer and closer down the rampway into the magma sea. Dishmab had only one last chance and charged Nunur, right into the great alligator's jaws.
Caught in Nunur's jaws Dishmab was burnt. Dishmab was burnt again and again, her skin peeling from her flesh, her steel armour blistering her nerves and striking agonizing pain the likes of which has no equal. Her flesh was scorched to such an extent that death was certain. Only when she was on the ground prone did Dishmab cease his scorching roast, convinced she was done. She lay on the floor battered, bloody and burnt. Nunur could smell her charred muscle and fat. Nunur opened his jaws and prepared to finish its hunt by devouring Dishmab.
Dishmab had a choice to make. Be eaten by the giant furred crocodile, or be engulfed by the magma sea.
Spoiler (click to show/hide)
She rolled herself off the ramp and into the broiling depths below. Unlike any other Dwarf before her, the fall did not kill her as she fell from so low a height, becoming the first Dwarf of Silentthunders to reach the semi-molten rock below. The burning was so intense that the flask of river spirits she held vaporized, and the blood still left in her boiled. She did not pass out from pain. She did not die quickly. She had one last bolt to fire.
Spoiler (click to show/hide)
The bolt flew true and Nunur joined her in the depths. Unlike Dishmab, the fall killed the crocodile, its body violently tearing apart. (http://i.imgur.com/jIaxzsa.png)

The Dwarves of the Pleated Stakes would arrive to find only a dropped door, a broken bolt, and a trail of bloody footprints leading over the edge into the magma sea below. When Dishmab did not return, she was declared missing. Everyone knows her body was taken by the lava flows, and Dishmab Wireduty is now once more a part of the Earth.


All the while this was going on, it had been nearly three years since Akrul Cerol Ragslaughter was brought to the hospital to recover. All other patients had since recovered and left long ago. All of the Fort's doctors worked tirelessly, but there was nothing that could be done - she would simply not wake from her coma. It cost very little to keep her alive, merely some freshwater and a bit of food every now and then; a drop in an ocean. Keeping a doctor at her side every day of the week every week of every month of every year however, was proving to take its toll. Her husband Doctor Tekkud would soon have to make the choice, having exhausted all other possible avenues of medicine, of letting her die. When he wasn't caring for Akrul, he was eating and drinking amongst the memorials just one floor above the hospital. It was rough. Akrul's eldest son ended up having to care for his younger brother, who was but 3 years old. One last ditch effort was made to save her life by moving her from one traction bench to another, to perhaps see if the operation could be started anew, to see if perhaps there was something Doc Onul or Doc Tekkud had missed. Something, that if they could just fix, would mean Akrul would one day awake.
There was nothing.
They had done everything.
I wrongly believed they would have the fortune to live or die together. This was far worse.

One day, against all odds, Akrul awoke... There was a quick rush to free her from her binds in the traction bench. She immediately stood up, slightly dazed, muttering strange words and orders. Attempts to placate her or reason with her failed, she dreamed of such things...
Spoiler (click to show/hide)
Possessed by unknown forces she made the long walk to the Magma Forges, taking over one of the obsidian masonries. There she toiled and laboured until she produced an artifact obsidian grate whose quality was of the utmost dwarvenship. Having completed her work, she returned to her squad and masonworks as normal, highly confused as to what the hell had just happened. As was I.
Title: Re: Ravens are murder. [SPOILERS]
Post by: NW_Kohaku on May 31, 2015, 07:04:06 pm
She was saved by the power of the Holy Spirit! PRAISE ARMOK!

Also, do you have any excess animal population?  I can't help but think that having a FB get into a ramp with civilian traffic like that is dangerous play to start with, even if "civilian" is a rather loosely defined term in your fort.  I'd prefer to send some valiant watch-poults to stand guard over the entrances to the caverns.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Max™ on May 31, 2015, 09:29:32 pm
C. DIshmab was metal as fuck, not because she jumped into the SMR rather than rot in the gut of a big furry crocodile, no, because she took the fucker with her after jumping.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Loud Whispers on June 01, 2015, 06:43:09 pm
C. DIshmab was metal as fuck, not because she jumped into the SMR rather than rot in the gut of a big furry crocodile, no, because she took the fucker with her after jumping.
The captain goes down with the ship
The iceberg goes down with Dishmab

She was saved by the power of the Holy Spirit! PRAISE ARMOK!
I had no idea until now that Armok could be a viable medicinal practice

Also, do you have any excess animal population?  I can't help but think that having a FB get into a ramp with civilian traffic like that is dangerous play to start with, even if "civilian" is a rather loosely defined term in your fort.  I'd prefer to send some valiant watch-poults to stand guard over the entrances to the caverns.
I have a tendency to avoid leaving animals to stand guard too close to the quarry. Living creatures are just as likely to lure the forgotten beasts to the surface as they are to die and infest the ramp with their reanimated corpses. Still, the FBs are getting particularly restless. Not long after Nunur the crocodile beast attacked an ashen quadraped ascended the rampway. Oddly enough, it didn't seek the surface, instead moving into the first cavern layer. I think the best course of action is just to avoid maintenance in the quarry for the time being.
Title: Re: Ravens are murder. [SPOILERS]
Post by: IRON_GAUNTLET on June 01, 2015, 07:03:21 pm
Holy damn! That's how a real dwarf dies!
Title: Re: Ravens are murder. [SPOILERS]
Post by: Igfig on June 12, 2015, 03:11:11 pm
PTW. You are a true child of the earth.
Title: Re: Ravens are murder. [SPOILERS]
Post by: cavedog on June 23, 2015, 05:48:24 pm
Any chance I could get an updated copy of the save? I'm looking for inspiration when it comes to fortress design, some of the stuff you've done here is really intriguing, it would be very appreciated.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Loud Whispers on June 24, 2015, 04:42:58 am
Any chance I could get an updated copy of the save? I'm looking for inspiration when it comes to fortress design, some of the stuff you've done here is really intriguing, it would be very appreciated.
Certainly, I'll get one up today or tomorrow
Title: Re: Ravens are murder. [SPOILERS]
Post by: TD1 on June 25, 2015, 08:56:08 am
Just finished reading this. It is one of the gleaming jewels on Bay12's crown.

Also, as an aside, my first mod was to make ravens which spat webs. Truly, they were winged death. Killed my entire military.
Title: Re: Ravens are murder. [SPOILERS]
Post by: nimbus25 on June 26, 2015, 12:55:30 pm
C. Dishmab is one of the greatest dwarves to ever live, her story must be remembered. This whole fort is one of the best sagas ever to grace the Bay12 forums. Bravo.
Title: Re: Ravens are murder. [SPOILERS]
Post by: nomoetoe on June 26, 2015, 04:20:14 pm
Oh my, took the big furry crocodile down with her did she? While being melted in magma? Amazing.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Geldrin on June 27, 2015, 05:57:58 am
Holy shit, Dishmab's epic struggle with the beast is the most awesome story I've ever read in the forums! I'm totally astonished.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Loud Whispers on June 27, 2015, 04:47:40 pm
Side view of the stained glass windows in the Memorial Broke:
Spoiler (click to show/hide)
Spoiler (click to show/hide)
And DF map archive of it all (http://mkv25.net/dfma/map-12467-silentthunders), from which I got the side view.

The Fort assembled to watch the first gladiatorial games, featuring the human Angir Clinchrout, several war boars all up against large numbers corpses.
Spoiler (click to show/hide)

Productivity crumbled to a standstill, it was a great opportunity for socialization. Angir Clinchrout himself was a master lasher, having been trained extensively by Dwarven engineers.
Spoiler (click to show/hide)
Angir Clinchrout was victorious, and the Dwarves returned once more to work, in preparation for future games.
Spoiler (click to show/hide)

The Fort has entered a rather profound age of decadence and industry. Death is much rarer, with most death merely arising from old Captains having seen too many days - and dying from old age. The Fort has also increased its wealth of metalworkers from 2 to 15, the massive increase in productivity is tangible. One cause for concern is that the lower levels of the caverns are increasingly infested by Forgotten Beasts... More and more arrive. Some fly, breathe venomous vapours or set the moss ablaze with fire. Needless to say the Quarry Rampway has not seen Dwarven feet for a long time, lest they tempt the Forgotten Beasts into attacking the surface world.
The Dwarves celebrate, and for the first time ever the Fort's population has experienced uninterrupted growth pushing the Fort's population to above those pre-HFS. The Were-civets have also been given lessons in swimming (rather aggressive lessons). A second demon, this one having earned a name, has also been captured. It is a sleet demon and dutifully patrolled hell, killing all of the corpses the Dwarves were releasing into the slade steppes. It pursued the Dwarves' creations up until it caught sight of a living war boar. This drove it into one of the Dwarves' tunnels, where it was promptly trapped and captured.
Title: Re: Ravens are murder. [SPOILERS]
Post by: TheFlame52 on June 28, 2015, 10:22:56 am
If you took the entirety of history at the fort, what would be the leading cause of death?

At Bastiongate it would be being killed by a plains titan in 252.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Loud Whispers on June 28, 2015, 11:08:03 am
If you took the entirety of history at the fort, what would be the leading cause of death?

At Bastiongate it would be being killed by a plains titan in 252.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Geldrin on June 28, 2015, 12:10:07 pm
Under "medical complications" you mean fatal injuries inflicted by demons, right?
Title: Re: Ravens are murder. [SPOILERS]
Post by: Loud Whispers on June 28, 2015, 03:36:18 pm
Under "medical complications" you mean fatal injuries inflicted by demons, right?
Any Dwarf that made it to the hospital who stood a good chance of living but died due to thirst/infection or something like that are classed as those having died under medical complications. Most of those Dwarves will have been those that survived undead attacks but did not make it through hospital, as with demons usually you have Dwarves either fully dead or fully fine. Excluding were-civets, I've only known three Dwarves to be maimed by demons and live.
Most of the syndrome deaths however... Demons. With smidgens of megabeasts.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
The Dwarves sparred atop a muddy ditch, any who fell had to endure the fall and slog back up the banks to spar and fall again - until they fell no longer. Originally this ditch was half-filled with water to train Dwarves how to swim, but mothers complained of how hard it was to find babies amidst the water when they inevitably fell in during training.

I had quite the startle when I checked the alert for combat. Usually this just means another Dwarf fell down into the mud or bumped into someone on one of the rampways, but this time there were a dozen combat reports flagged and a forgotten beast was amongst them. All I found was a corridor full of broken bolts, three Dwarves passed out and a great big forgotten beast corpse lying broken in the mud.

A forgotten beast had attacked underbelly of the Fortress, running right into one of the barracks, having found a way in past all the Fort's defences. The comatose Dwarves, notably 3rd Forge Master Edem Beemaster, 15th Forge Master Stukos Anvilshake and Battle Miner Amost Granitetouched, spent weeks resting in the hospital before waking up and getting back to work. I don't actually know what the Forgotten Beast looked like, so I'm going to try and resurrect it. I believe it managed to break through the 1st cavern layer, swim through the artificial lakes and make its way up through one of the arena maintenance tunnels right into the barracks. It has a very potent syndrome that causes this unconsciousness, no doubt if this wasn't the barracks and there weren't so many other Dwarves to finish what the first three started then it would've begun a steady depopulation of the Fortress.

This is one of those exceptions to the usual everyday happy Dwarven life I'm talking about. There are too many bloody beasts roaming the caverns! The Fort was fortunate this time that the syndrome had no longer lasting effects. I may try flushing them out of the caverns somehow...
Title: Re: Ravens are murder. [SPOILERS]
Post by: NJW2000 on June 28, 2015, 03:40:18 pm
Magma?
Title: Re: Ravens are murder. [SPOILERS]
Post by: Amperzand on June 28, 2015, 05:03:21 pm
Magma?
Title: Re: Ravens are murder. [SPOILERS]
Post by: Loud Whispers on June 28, 2015, 05:09:24 pm
Magma?
Spoiler (click to show/hide)
RIP GWG & Necro910
Title: Re: Ravens are murder. [SPOILERS]
Post by: Amperzand on June 28, 2015, 05:23:29 pm
Gah, I can't figure it out, what's with your profile picture, do you like change it every three hours?
Title: Re: Ravens are murder. [SPOILERS]
Post by: Loud Whispers on June 28, 2015, 05:32:30 pm
Sacrifice goats to lamprey eels
Spoiler (click to show/hide)
Title: Re: Ravens are murder. [SPOILERS]
Post by: NJW2000 on June 28, 2015, 05:52:07 pm
Sacrifice goats to lamprey eels
Spoiler (click to show/hide)

Both work. One involves a delicious prepared meal.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Amperzand on June 28, 2015, 06:10:54 pm
Ah. I assumed it had to be something like that, but there was no way to be sure of anything.
Title: Re: Ravens are murder. [SPOILERS]
Post by: NW_Kohaku on June 29, 2015, 01:02:36 am
Ah. I assumed it had to be something like that, but there was no way to be sure of anything.

Try clicking through pages of this thread or others.  It changes every time you load a page where LW posted. 



Anyway, I would suggest bait animals and some form of trap.  All these different FBs might make great colosseum attractions if you use the web and cage trap trick.  (You might need a cave-in system for ones which can emit syndromes even while caged, though...)
Title: Re: Ravens are murder. [SPOILERS]
Post by: Amperzand on June 29, 2015, 04:23:15 am
Yes, only, sometimes, it doesn't. At least for my hilariously !!shitty!! computers.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Pirate Santa on June 29, 2015, 05:50:24 am
Yes, only, sometimes, it doesn't. At least for my hilariously !!shitty!! computers.
You should try extinguishing your computer, they tend to work better that way.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Amperzand on June 29, 2015, 02:16:21 pm
Y'know, I hadn't thought of that... Crap. *Runs for fire extinguisher*
Title: Re: Ravens are murder. [SPOILERS]
Post by: Loud Whispers on July 12, 2015, 07:37:54 am
Spoiler (click to show/hide)
Silentthunders awoke to life in the overworld once more, disgruntled workers fashioning a limestone cover under the ruby glare of the blood sun. For many, standing atop the Citadel's great Fortifications was more than enough sunlight they needed for the next 10 decades. The bustle of Metropolitan life...
Spoiler (click to show/hide)
...Was briefly interrupted by an attack of the elf corpses, but by this point the elf corpses had been long incorporated into the annual routines of Silentthunders life, and Dwarves would happily work above and below the walls, even partying and dining whilst marksdwarves patrolled the gatehouses and walls killing elves. When the elf corpses were all killed and the patrols discovered no necromancers or elves, the all-clear alert was announced and the citizens went about resetting deadly mechanisms, melting recovered bolts and hauling elf corpses out of corridors.
Spoiler (click to show/hide)
Even in spite of all the haulers working non-stop to dump corpses and shoddy-quality finished goods down the magma piston, the corpse stockpile was finally completely smothered in corpses and a terrible hamster infestation. (Dead hamsters even clogged up one of the interior doorways).

Time passed with relative peace, with the Fort's gladiatorial game growing to encompass and test even the youngest of recruits, albeit they had much to learn and tended to rely more on their good strength than any skill. The Military was the largest it had ever been, so when the Forgotten Beasts attempted their ascension the Fortress was confident enough in its arms and armour to include a dozen untested soldiers to help them get some fighting experience against a worthy foe. Three Forgotten Beasts were assaulting the Quarry at three different points. The first was Yinathi, the six-legged pangolin that spat out webs. The marksdwarves let off several volleys, with the elite marksdwarves disabling one of Yinathi's legs to give the new recruits a better chance of surviving. The new axedwarves made a terrible work with their battleaxes, hacking and swinging away, they could not do more than tear and dent Yinathi's jagged heliotrope scales. With the new recruits getting caught up in the Pangolin's thick webbings, the older veterans moved in to save their skins so they could live to learn these lessons. Captain Litast Brightoars ducked under Yinathi's grasping legs and ran right into the Pangolin's side, driving his unnatural sword through its unprotected armpit, puncturing a lung. Yinathi was understandably quite angry at this sudden predicament, and attempted to bite Captain Litast in half; Captain Litast drove his sword through Yinathi's skull before it could turn around.
Spoiler (click to show/hide)
And that's how Nitemuling, or Visioncraze, first earned her first blood. One of the Fort's only two artifact weapons, the other being an ornamental artifact blowdart; Visioncraze is the only artifact weapon of real use. And right now she is wielded by Captain Litast, the Fort's greatest swordsdwarf, and at that time she was embedded in a giant Pangolin's skull.
Captain Litast withdrew with the rest of the axedwarves and hammerdwarves to the Hospital Barracks whilst the marksdwarves relocated to the Quarry Spire. Two more Forgotten Beasts were attacking, both could fly and one webbed whilst the other had some horrible plague contained within its blood. Not exactly safe for melee combat, to be sure.

The Marksdwarves waited in the top level for the first to arrive, whilst the second was still flying from the 2nd cavern layer. Baron Muthkat would give them the signal, before they did the Fortress proud.

Beneath them, a towering bushtit with a broad shell and mauve feathers landed on the former bee prisons. The bees had been moved out of fear of this very situation happening, but some fallen honeycombs still remained, as did the prison cells. The bushtit must have been attracted to the sweet honey, and did not notice the wall of steel wasps flying towards it until it was too late. It didn't die outright, as its shell was quite tough, but its legs and wings were immobilized to such an extent that it was effectively trapped in the prison (quite fitting, really).
The other one, the webber - she got close. She actually made it to the edge of the Quarry ring, unfortunately for her she chose the wrong side to try and leave from. Her left wing was broken, but she still kept on flying up with her other wing all on its own. Right before she could fly out and begin terrorizing the overworld, one of the Marksdwarves clipped her right wing.
Spoiler (click to show/hide)
She landed on her head. There was not a pretty corpse left over to carry away into the stockpiles.

The Dwarves returned to the Fortifications, content that the threat was dealt with until the Forgotten Beasts next got antsy again.
*They did forget about the bushtit however, which is now currently roaming the lower platform by the magma sea whilst on fire.

Spoiler (click to show/hide)
Then they attacked again.

I was quite overjoyed, as it meant I got to test out the new fortifications. Copper axeblades and cage traps worked wonders, yielding many body parts and corpses for the gladiatorial fights. Not only that, but the ballista was also readied and fired.
Spoiler (click to show/hide)
Of course what I hadn't realized was that my siege engineers were quite unskilled with operating ballista, as they were a recent addition to the Fort's defences. It was to my utter dismay that a ☼1500 steel bolt that had taken several days to manufacture flew wide off the mark, killing no corpses and breaking apart against the wall. A disappointing first shot, the siege engineers were then given a firing range to begin practicing at once in preparation of future battles.
Just as before, the all-clear was given and the Dwarves returned to normal life until the next big attack.

I also mentioned this before somewhere else, that whilst knocking down an old wall segment to give room for the ballista, I was absolutely startled by a pig skeleton falling through onto the poor children below. I did not know how that got there or how long it was there, nor how I did not see it all this time. It seems some poor pig got sealed up inside the walls a long time ago. It made me begin searching for other skeletons throughout the Fortress. There are a bunch of elf limbs stuck in fortifications, Troglodyte and Troll skeletons outside the Dining Hall Fortress, a few pig skeletons and megabeast skeletons slumped outside the memorial above the hospital and rather oddly, there is a named ogre skeleton (I think it's an ogre skeleton, quite unclear) in one room within the citadel. I don't even remember ogres being in Silentthunders.

I was also perturbed by the absence of a great big living skeleton... Thing. It was a giant flesh blob worm beast called Budam, that had wings and expelled noxious fumes - it was killed whilst defending the magma forges with a single bolt right to the brain. Its corpse fell into the waters, where it came back to life. There it remained eating fish, swimming about, probably believing it was a fish itself (it did take a fatal bolt to the brain after all).
Budam remained there for decades, and it sort of became an old past time to watch the noxious fumes bubble up from the surface. I like to imagine that all the Dwarves who went on break and stood on the Fortifications just to watch Budam were throwing scraps of bacon into the waters to witness this gargantuan dark presence in the water firsthand.
Then Budam was gone. Not even a corpse remained.
All I could tell was that a magma crab had recently been caught in the 3rd cavern layer traps (magma crabs had never until then ever been seen outside of the magma sea), and there was a particularly battered rattlesnake made out of grime swimming around in the upper reaches of the 3rd cavern lake.
Spoiler (click to show/hide)
If I had to hazard a guess, the crab set her on fire whilst the rattlesnake finished the job. This time around when Budam died, she was on land, and on fire. There'd be no coming back and there'd be no trace of her.
RIP Budam, she's eating cave lobsters in a better place now.

The demon known as the unseen water has been successfully moved to the prison. We are that much closer to colonization.
Title: Re: Ravens are murder. [SPOILERS]
Post by: TheFlame52 on July 12, 2015, 11:00:38 am
1. How old is Silentthunders?
2. Why is Silentthunders so much more interesting than Bastiongate?
3. How much game time did this update cover?
Title: Re: Ravens are murder. [SPOILERS]
Post by: Zac on July 24, 2015, 12:33:32 am
So, given the large number of skeletons recently found in the closets of your fortress, could it be possible for Sazir the sneaky necromancer to be trapped somewhere in the fort too ? That would be hilarious if it turned out that you inadvertently immured alive one of the most ancient and most dangerous being in the world while he was trying to destroy you.

PTW, by the way.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Loud Whispers on July 25, 2015, 08:34:51 pm
There have been more undead elf assaults, nothing out of the ordinary. There are more elf corpses lying around but they don't seem too fond of getting back up, so other than looking messy they're not much of a problem as standard corpses. I've even started to look forward to their sieges, gives me more elf corpses to harvest, ones that haven't started to rot. Perfect for the fights! And the Fortress has gotten quite efficient with dealing with them.
Besides the revolt in the Corpse Factory, the Fortress is in more or less healthy shape. Food stores are decreasing, but I wonder if that's a consequence of the mass breweries I've set up using up food stores. I may have to tone down on booze production as I've got just 20k booze stocks and only 6.5k crop stock, with siege management the logistics is just as important as walls and warriors. Maybe this is a sign I should process more animals.

Which does make the corpse factory revolt a slight issue.
Monal Dressdate, the Human Animal Dissector/Necromancer of the Bells of Amusement has, like her two peers, been a guest of the Dwarves of Silentthunders for quite some time. Just as the Dwarf Necromancer Kogan operated the Spire Corpse Factory which demolished the armies of hell, Monal Dressdate the Dissector was used to process bacon and war corpses in the Dining Fortress complex.
Given the recent slowdown in processing, Monal Dressdate probably guessed she was going to be put back in her box like Kogan or Nastrisp. I don't think the Necromancers like being put in their boxes.
Anyways, Monal brought a cave spider corpse (in good condition, besides some smashed/dented legs the corpse isn't that rotten) back to unlife but instead of the spider running into the traps it broke down the reinforced windows, killed the attack boars and Monal brought the war boars back to life too. Now they're tearing everything apart within the factory and Monal refuses to get back in her box.
Spoiler (click to show/hide)
I should not have given her the spider. As far as damage control goes I don't think Monal can do too much damage, the Dining Fortress is well fortified since the last time an undead spiral nearly erupted in the eagle dens, though in the Rutherer training zone and the Corpse collection area are a pile of cavern corpses (dead ones) which could become a slight problem should Monal find a way out. Mostly I'm just worried for Monal's safety, as she should really just get back in her box before she gets hurt by a soldier of the Pleated Stakes or Sacrificial Constructs. Alas, she does not want to go back in her box. Kogan got back in his box, I don't see what the big deal is. Does she want a bigger box? The forge masters have already made bigger boxes.
In the mean time I think I may just have to butcher the livestock the regular way without necromantic wizardry.

1. How old is Silentthunders?
The Fort's gone past its 3rd decade of life now!

2. Why is Silentthunders so much more interesting than Bastiongate?
Some unusual circumstances, random chance and rules coalesced to make some interesting stories. But looking over Bastiongate the single best piece of advice I can give is this; if you've not got a wealth of posts or notes detailing what has happened in your Fort then some day you'll forget. Another thing to do is neurotically screencap anything of interest to jog your memory later, and if there's enough to write you can then pick the best and leave out the rest. A lot of times a Fortress is interesting, but the interesting bits are missing - that's why I was asking about Bastiongate's history and the like, because there's always stuff there.

3. How much game time did this update cover?
I haven't been keeping track, but I'd guess a few years, anywhere between 2-4 years.

So, given the large number of skeletons recently found in the closets of your fortress, could it be possible for Sazir the sneaky necromancer to be trapped somewhere in the fort too ? That would be hilarious if it turned out that you inadvertently immured alive one of the most ancient and most dangerous being in the world while he was trying to destroy you.


...!

Oh no.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Max™ on July 26, 2015, 03:52:30 pm
I should not have given her the spider.
There are many things you post which cause me to wonder "what in the 9 hells is LW smoking, and where can I get some, cause it sounds dank?"

Setting aside the eagle dens, rutherer cages, dining fortress, or piles of corpses you forgot about. Even overlooking the fun of deconstructing things and having bodies fall out.

Some sort of rotting and potentially dangerous jack-in-the-box, if you will.

The kind of mind that comes up with necrobacon and using demons to deal with his burgeoning raven corpse stockpiles can be forgiven for odd quirks at times.

Yet I remain at a loss to figure out in what context you would ever conclude that letting a necromancer have a GCS corpse as a pet was a good idea.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Csponge on July 26, 2015, 07:32:20 pm
So... What happens if you necro-revive a werebeast corpse, transformed or un-transformed? I ask here because LW is probably the only one capable, or crazy enough to try, despite ethical qualms.
Title: Re: Ravens are murder. [SPOILERS]
Post by: crazyabe on July 26, 2015, 07:34:25 pm
well that sounds like !!FUN!!... also what the !!F!! are you smoking L.W.?
Title: Re: Ravens are murder. [SPOILERS]
Post by: Loud Whispers on July 26, 2015, 08:51:00 pm
Setting aside the eagle dens, rutherer cages, dining fortress, or piles of corpses you forgot about. Even overlooking the fun of deconstructing things and having bodies fall out.
Some sort of rotting and potentially dangerous jack-in-the-box, if you will.
The kind of mind that comes up with necrobacon and using demons to deal with his burgeoning raven corpse stockpiles can be forgiven for odd quirks at times.
Yet I remain at a loss to figure out in what context you would ever conclude that letting a necromancer have a GCS corpse as a pet was a good idea.
It was 3AM, there was a massive thunderstorm sweeping through the lands outside my windows and the flashes revealed the forms of people fighting amidst the torrential downpour. I was listening to people breathing through gas masks, haunting screams, the patter of rain and British accents from Swindon, which makes more sense in context when it's dark and you're trying to spook yourself. I ordered Sheila's body to be dumped into the chambre and forgot about it until she had broken through the windows and started eating the war boars, who promptly also got back up. It seemed like a good idea at the time, and at the very least Sheila never leaves Monal's side so it kinda worked as intended if you ignore the bit where the guard pigs all died. It was supposed to be that Sheila put herself in a box and then Monal would go back in the box but no one wants to go back in their boxes.

well that sounds like !!FUN!!... also what the !!F!! are you smoking L.W.?
I should not have given her the spider.
There are many things you post which cause me to wonder "what in the 9 hells is LW smoking, and where can I get some, cause it sounds dank?"
rope reed blaze it
Rope reed is for socks and river vodkas only

So... What happens if you necro-revive a werebeast corpse, transformed or un-transformed? I ask here because LW is probably the only one capable, or crazy enough to try, despite ethical qualms.
Well I actually do have a corpse for just the occasion!

Spoiler (click to show/hide)
For some reason my Dwarves refused to bury Datan's corpse. Not to be confused with Datan 002-05 who picked a fight with one of the other werecivets and got killed for it, Datan 002-06 was successfully infected but one day was out and about outside the containment area (back when were-civet accommodations were quite nice and free from all but the most necessary restrictions). Unfortunately for the Fortress Datan 002-06 was outside in the stockpiles when the full moon hit, the booze in her flask undrunk and the thirst in her brain for blood without measure. One of the Hammerdwarves of the Sacrificial Constructs was there picking up some of his uniform, but as this was before the Dwarves were all experienced veterans this Dwarf had his throat ripped open and bled to death shortly after. Datan 002-06 was then killed by the remaining members of the Sacrificial Constructs; it was hoped they could injure Datan enough without killing her but that was easier said than done. Datan 002-06 was brained with a steel warhammer. Her corpse was hauled to the refuse stockpile, most interesting to me though was that her corpse transformed back into a Dwarven one when the full moon ended. Her corpse changed from that of a dead night creature to that of a dead berserk dwarf or adventurer. Despite being dead, in the refuse stockpiles and being a dwarven corpse all of the Dwarves refused to bury her corpse. She was given a gravestone and an empty tomb, but apparently the savagery inflicted upon that Dwarf was a bit too much.
Her corpse, left unburied for decades, was thrown in through the top of the increasingly vandalized processing factory.
Spoiler (click to show/hide)
There's just no rest for poor Datan's corpse, at least her spirit is at peace. From what I can discern from the wall of missing tissue layers and limbs, all that remains of her corpse is a skeleton with a few dried husks of organs, like a bruised lung curiously exposed within a dry ribcage.
That settles the question on that. There's more that can be done though, I think I'm going to try and create some were-opposums out of some humans (I have one were-opposum whilst the Fortress strain I've been otherwise exclusively using has been were-civetism). I should then be able to dump one of the were-opposums down in the friendly spider happy zone with some additional friends during the full moon to see what happens with a fresh and transformed corpse.
Title: Re: Ravens are murder. [SPOILERS]
Post by: crazyabe on July 26, 2015, 10:28:09 pm
are you sure you aren't using all your dwarves coke your self?
Title: Re: Ravens are murder. [SPOILERS]
Post by: Csponge on July 26, 2015, 11:01:34 pm
Hmm.. I'm glad that my curiosity has been sated, however I was hoping it would still transform every full moon. I was having wild thoughts of what should happen should you cut its arms or legs off before a full moon and have them all animated at the time. Perhaps LW would be the first to discover un-dead were-creature cloning magic. It seems my dreams of science have fallen short  ::)
Title: Re: Ravens are murder. [SPOILERS]
Post by: Elephant Parade on July 27, 2015, 12:17:59 am
Posting to watch.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Max™ on July 27, 2015, 12:39:16 am
I hold out hopes that it breaks something amazing when you kill a werebeast and reanimate them during the full moon, leading to permabeastzombies.
Title: Re: Ravens are murder. [SPOILERS]
Post by: ImagoDeo on July 27, 2015, 02:42:20 am
I seem to remember reading or hearing somewhere that it is possible for reanimated limbs of werecreatures to regenerate into full creatures. Adventure mode would seem to be the best way to test this, if it's possible to 1) become a were-creature, 2) get a limb chopped off without dying, and 3) become a necromancer to test the theory.

It may also have had something to do with husking clouds. I can't remember.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Csponge on July 27, 2015, 03:01:34 am
Jesus... I keep thinking this might lead to a 'mutually assured destruction' type scenario of df... The ultimate weapon.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Amperzand on July 27, 2015, 03:08:19 am
That sounds utterly horrifying. There must be !!SCIENCE!!
Title: Re: Ravens are murder. [SPOILERS]
Post by: Loud Whispers on July 27, 2015, 07:00:12 am
Hmm.. I'm glad that my curiosity has been sated, however I was hoping it would still transform every full moon. I was having wild thoughts of what should happen should you cut its arms or legs off before a full moon and have them all animated at the time. Perhaps LW would be the first to discover un-dead were-creature cloning magic. It seems my dreams of science have fallen short  ::)
Now I couldn't find the first thread that noticed this (unfortunate, as it had screencaps of the werebeasts steadily multiplying and taking over the overworld), but I did find the next best thing in this thread. (http://www.bay12forums.com/smf/index.php?topic=104111.msg3079430#msg3079430) It was a bug early on when evil biomes were first starting to become really evil. I think Toady fixed it, so that the curse goes away upon death. If I had to guess what will happen, either the were-beast corpse will not reanimate until it reverts to humanoid form or it will, but will transform back into a humanoid form and upon the next full moon not transform back into a were-beast. This is one of those bugs I want to find some way to put back into my games, as a were-creature blender/cloning device is on my to-do list but is currently impossible as far as corpse cloning goes.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Max™ on July 27, 2015, 02:19:44 pm
"This way we have the were-blender cloning machine."
'Wait, you mean a cloning machine which was bitten by a were-blender-'
"Well, no, you see-"
'Or a machine for cloning were-blenders-
"Again, that isn't quite-"
'Or-...'
"Stop, enough shtick, please. It's just a machine for cutting werebeasts into chunks so we can reanimate the pieces after they transform into complete forms of the original race when the full moon ends."
'Well you should have said that in the first place.'
Title: Re: Ravens are murder. [SPOILERS]
Post by: Funkmaster Rick on July 27, 2015, 08:18:50 pm
Sir, this thread has given me a literary erection.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Aslandus on July 27, 2015, 09:46:43 pm
"This way we have the were-blender cloning machine."
'Wait, you mean a cloning machine which was bitten by a were-blender-'
"Well, no, you see-"
'Or a machine for cloning were-blenders-
"Again, that isn't quite-"
'Or-...'
"Stop, enough shtick, please. It's just a machine for cutting werebeasts into chunks so we can reanimate the pieces after they transform into complete forms of the original race when the full moon ends."
'Well you should have said that in the first place.'
"Just so we're clear, this doesn't have anything to do with blending werebeasts into smoothies?"
'No'
"And there's no Frankenstein-esque body part stitching"
'Not yet'
Title: Re: Ravens are murder. [SPOILERS]
Post by: Loud Whispers on July 28, 2015, 09:40:33 am
Spoiler (click to show/hide)

I fired up DFhack to force a siege. I lacked goblins and elves so it had to be a human siege, it just so happened to be that the humans were led by the "goddess" Eslo, who in truth was the Rose-Taupe demon Slevina. The Dwarves planned to one day wage war on the humans just to kill Slevina, and in the year of 444 that war began.
Spoiler (click to show/hide)
Two human sieges were forced, one in the East consisting of Pikemen, one in the West consisting of Hammermen and Lashers mounted on various giant beasts ranging from a Giant Snail (a symbol of Eslo), Grizzly Bears, War Lions, Giant Mosquitoes, Giant Ticks, Giant Thrips and other such savage creatures. There was also a hunting pack of War Lions in the south that the humans just unleashed to cause wild havoc.
Spoiler (click to show/hide)
A living enemy had at last reached Silentthunders in force.
Spoiler (click to show/hide)
Slevina's administrators were skilled and her army even moreso, they had spent hundreds of years locked in deadly conflict with the goblin Empire of the Ignited Deceiver, a realm so brutal, a realm where generals are decided by how long they remain alive before they are murdered by their kin - a realm where their demon overlord was murdered by its citizens. And so often it was that at the head of each battle with these goblins, there would be the curious sight of these humans fighting with their skinless humanoid lizard demon general against an army of goblins and humans with goblin names. At several points in the Ignited Deceiver's history humans managed to stab their way to the top and become generals, often they were killed by Slevina in battle. These human soldiers on both sides of Walls could see that Silentthunders was in good repair. They were not too keen on rushing into the Fortifications when it could mean their deaths.
Their lieutenants set up camp outside the walls whilst their flying soldiers scouted overhead, trying to spot the defenders or an entry point.
The Dwarven defenders waited within the walls. The flying soldiers were an issue in that they halted the above ground construction efforts. Realizing that the humans were in this for the long haul, the Dwarves attacked.
Spoiler (click to show/hide)
The elite soldiers of the Fortress ran havoc through the encamped siege party amidst the smoke of the campfire and the red of the Dwarf blood rain. One of the poor Lieutenants of the humans riding atop an Emu charged into the Dwarven battle lines. The crossbowdwarves took aim and fired, with this Lieutenant batting bolts out of the air with supreme skill. His Emu was not so lucky and shot out from under him, and the dwarves rushed forwards. The spearmaster tried raising one arm but found it was firmly stuck between two rows of Dwarven teeth. He tried raising his shield arm but it had been removed with an adamantine axe. I can't remember who dealt the finishing blow, but that applies to all of them - body parts strewn about everywhere in a flurry of body bits. Living enemies are considerably messier than elf corpses when they die.
Spoiler (click to show/hide)
The humans on flying mounts were relatively safe and the last to go, but when they did - they fell far and fast, and hit the ground hard. One unfortunate human was shot dead in his mount and his flying mount kept buzzing around with a dead man on its back until it too fell and hit the ground.
Spoiler (click to show/hide)
Credit goes to B.M. Mosus Titans; one of the Dwarves of the Fortress who dealt a killing blow to a Titan, Mosus went into battle entirely naked except for the blood rain covering her skin.
Spoiler (click to show/hide)
And she utterly demolished a giant rattlesnake whilst unarmed and unarmoured. Unable to punch through its skull with just her firsts, Mosus decided to improvise.
Spoiler (click to show/hide)
By strangling it to death. Another Dwarf stole her kill, but I know who did the most work.
Spoiler (click to show/hide)
What was left behind were piles of dead bodies and limbs.
Spoiler (click to show/hide)
Some stuck in trees.
Spoiler (click to show/hide)
The humans stood a chance, but the Dwarves had simply fought worse than them a thousand times more.
Spoiler (click to show/hide)
Clean up was slow, and required the constant vigil of marksdwarves on patrol to put down the corpses of the siegers.

The battle turned out to be a strategical tragedy, as no live humans had been captured. 160 more cage traps have been placed out for future encounters. We require human resources for the were-blender in the fight against demonkind. The Fort may have to resurrect the human corpses captured the old fashioned way, as Monal still refuses to get back in her box.
Title: Re: Ravens are murder. [SPOILERS]
Post by: TheFlame52 on July 29, 2015, 01:00:29 pm
One reason Bastiongate is less interesting is that I've got a ring of cage traps all the way around the fort. Many captives, few deaths.
Title: Re: Ravens are murder. [SPOILERS]
Post by: NJW2000 on July 29, 2015, 04:01:35 pm
Wow, this keeps getting less and less sane. I go away for a week, and look what happens.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Zac on July 29, 2015, 04:15:17 pm
Wow, this keeps getting less and less sane. I go away for a week, and look what happens.

Did I miss the point where it was sane ? AFAIK, the story started with an army of undead ravens invading hell on behalf of Silentthunder.
Title: Re: Ravens are murder. [SPOILERS]
Post by: NJW2000 on July 29, 2015, 04:34:11 pm
I conceive of sanity as a generally positive value that extends into the negative.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Oda on July 29, 2015, 06:01:56 pm
This is what happens when The Birds meet Doom.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Aslandus on July 29, 2015, 06:38:23 pm
Wow, this keeps getting less and less sane. I go away for a week, and look what happens.

Did I miss the point where it was sane ? AFAIK, the story started with an army of undead ravens invading hell on behalf of Silentthunder.
What, are you saying that's not something you see every Saturday night?
Title: Re: Ravens are murder. [SPOILERS]
Post by: Haspen on July 30, 2015, 04:38:54 am
PTWing this insane mound of greatness.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Zac on July 30, 2015, 08:07:13 pm
Wow, this keeps getting less and less sane. I go away for a week, and look what happens.

Did I miss the point where it was sane ? AFAIK, the story started with an army of undead ravens invading hell on behalf of Silentthunder.
What, are you saying that's not something you see every Saturday night?
I don't have the cable. : (
Title: Re: Ravens are murder. [SPOILERS]
Post by: Loud Whispers on July 30, 2015, 08:17:21 pm
I'll be abroad for about next 4 or 5 days, so to keep the update brief: Zombie elves attacked again, nothing of value will be lost.
Title: Re: Ravens are murder. [SPOILERS]
Post by: crazyabe on August 14, 2015, 07:06:01 pm
soooo did LW forget about this he's been gone for around 2 weeks... ???
Title: Re: Ravens are murder. [SPOILERS]
Post by: NullForceOmega on August 15, 2015, 04:26:16 am
LW isn't gone, he's just floating around the lower boards.  Give him a while I'm sure he'll get back to this eventually.
Title: Re: Ravens are murder. [SPOILERS]
Post by: TD1 on August 15, 2015, 05:44:25 am
One does not merely float in the lower boards. One is consumed by it, becomes it, talks like it.

Eventually, the lower boards float in you, and you float in the lower boards.
Title: Re: Ravens are murder. [SPOILERS]
Post by: TheHossofMoss on August 15, 2015, 03:27:56 pm
One does not merely float in the lower boards. One is consumed by it, becomes it, talks like it.

Eventually, the lower boards float in you, and you float in the lower boards.

Maybe I need to float the lower boards...
Title: Re: Ravens are murder. [SPOILERS]
Post by: Loud Whispers on August 16, 2015, 05:40:53 pm
Never forgotten about this Fort, if I'm not posting it usually just means that time's being spent on boring details that don't make for too good a story, things like stockpile management, wall designations and general Fortress maintenance. After every heroic battle, those same heroes have to drop their spears and axes in exchange for mops and wheelbarrows. Fighting corpses is a messy business, and when the bolts stop flying someone has to pick up the broken bones. The Dwarves were busy setting up around 400 cage traps in two lines vertical lines running north to south in the hopes of catching some humans when the elves attacked. Amazingly the Dwarves did catch a human whilst building the traps, a very naked one called Doge Pesli.
It's unsure how long Doge Pesli has been wandering around outside in the Spidery Forest but I fear this lends credence to the notion that Necro Commander Sazir Razorbelts is also lurking about somewhere unseen.
Doge Pesli is a human who spends the full moon as a were-sloth. So now I have three were-creatures and shouldn't feel guilty about losing any as I won't have to worry about losing Shastol or Thudu, the Fort's other two resident human beasts.

As for the elf assault itself, no extraordinary measures were taken. Most of the work continued in spite of the attack, with some occasional suspensions when some elves broke through the frontier defences. The Dwarves picked off the stragglers and wanderers with relative ease, with axe and bolt. A single dwarf has been admitted to the hospital since the siege, a 10 year old boy called Urvad Bookoracle Roofcolours. From what I gather he was playing in one of the secret tunnels with his Cavebridles and Bookoracle brothers and sisters when one of them accidentally opened a hatch from right under him, sending him tumbling down two flights of stairs.
Spoiler (click to show/hide)
In spite of all that, the little guy is still happy.
And I guess that's all so far. Mosus Onlsaughtchanneled was promoted to Brew Captain at the age of 12, the first Captain to be in charge of overseeing the Fort's alcohol stocks. The giant corpse Spider is still at large. A single shrew demon has shut down all operations in hell.
Oh! And the third platform in the Quarry Rampway has been entirely overrun, it is now controlled by the undead. A scaly crab, an eyeless pterosaur and another damned pangolin are just wallowing around there. As long as they stay there the Fort's military can't fight them without sustaining heavy casualties, and I really don't mind the FB horde growing since they're at the very least getting rid of living, breathing forgotten beasts. They just mill around in their giant spiderweb at the foot of the magma sea, weaving webs big enough to catch other forgotten beasts. First cavern layer is derelict, second overrun by firebeasts and other ancient things whilst the third has turned into a corpse lair. I hate the caverns very much.
On a happier note I have created a new corpse bomb, this one contains 130 corpses, a mix of rutherers, ravens, elves and boars. They're either all very old corpses or just not plentiful enough in supply. In my experience lots of small corpse bits chip away at demons better than big corpses (with one notable exception, large corpses like snakes or worms that turn into juggernauts of destruction), and the weresloth and some humans should help with that. That said, corpse stocks are at an all time high with the new pile extensions almost already full. The Necromancers in the corpse piles are being given a new release lever to celebrate, admittedly more because I lost the earlier lever. They were the Fort's last resort to goblins or other living enemies, a lever to utterly flood the Fort with vast amounts of undead from inside out. The lever will still be useful against Forgotten Beasts and demons. There are some really weird things in those corpse piles.

Four sets of doors at varying intervals and angles separate the grand stockpiles from the corpsepiles. This is to stop the hamster infestation inside the corpsepile from spreading into the Fortress; it is unsure how the hamsters grew to infest the corpsepiles, but there they remain, forever nourished on the endless supply of fresh meat in a carnivorous frenzy of fuzzy digestion. Within the corpsepiles are the skeletons of creatures unseen of for decades. Gremlins lie beneath yak bones, naked mole dogs with teeth marks and dents from bladed tools sunk into the smooth limestone floor. Somewhere there's an eyeless elk bird skull just staring off into a pile of piglet hooves and elf bodies. Other bigger things - the skull of Atho, or massive skeletons comprised of salt or cold flame stand testament to what once was. My favourite find has to be the scorpionfly's stinger, still larger and heavier than a full grown dwarf despite so much of the stinger having decomposed/been eaten by hamsters. Some of these things are utterly unrecognizable, all I can tell is that they were massive when they lived. What the hell was an Eknarnethgon Gulgunzikath Zotir and why was its tail 12 times larger than a grizzly bear?!

There used to be a Giant War Scorpion on guard outside the corpse piles at all times, but sadly Kubuk the war scorpion died - Kubuk's corpse was given an honourable burial at magma sea. Since then it's been quite open, although some traps still remain to catch any sneaky Necromancers. It remains a nasty place, at least as far as superstitions go. And there are some big superstitions in the Fort. In the west of the Fort underground for example, there lies an old abandoned graveyard.
Generally children in Silentthunders stay with their parents, then run off to their own rooms, work on the farms or run around playing with their friends. They're allowed to go just about anywhere as long as it's within the walls of the Fortress, but even some places within the Fortress are off limits. The gladiator pits, the human accommodations, the were-civet training rooms, the subterranean Fortress complex, the spires and the gatehouses.
One area of the Fortress however, is off limits to every single Dwarf in the Fortress. Most don't even know it exists, only the first migrants will have any knowledge of it whatsoever.

You'll find the entrance to this section of the Fortress in the bedroom of Kogan Kortinan, her husband Fath having been killed in the year 423. Two doors lead into a small, perfectly symmetrical room - though chances are you'll never see it, as the doors are kept locked tightly shut and Kogan will kill you if she sees you in her room. If you make it past those doors you'll see the room is bare except for the thumping of marksdwarf feet above and a hatch exactly in the centre of the room, covering a staircase leading into the darkness below. Two flights of stairs down is a corridor, with a branch on the right, on the left and one going straight forward. Go down the branch on the right and through the darkness you'll see one straight corridor down the bend with a few dozen rooms locked shut. Some of the rooms are unlocked, and if you look inside you can see there's not much room at all. There's only enough space to lie down.
Some of the rooms are sealed shut from above, but others have an open space above which leads into some other room.
If you go down the branch on the left you see much of the same as what you saw before, only mirrored. The only thing different is the presence of a locked schist door halting further progress, and a broken lever someone began destroying but gave up on before finishing the job.
Go straight down ignoring either diverging branches and you enter the first catacomb. The tombs are empty. Some contain stone graves, but no one lies beneath. Some of the tombs contain rows of memorials, memorials to fallen Dwarves. In one tomb stands a statue of a fearsome forgotten beast. In another stands a statue of Metob Clashwill, Goddess of War and Fortresses striking a triumphant pose in the centre of this dark room. She stands watch over Captain Rimtar's memorials, who bled to death after a werecivet ripped his neck open. The memorials are incomplete. Three of the statues are missing. The statues are of a crude quality quite unlike any other statue displayed elsewhere in the Fortress or on its walls. It's very dark, and empty. It is not a good place.

The first thing I remember about it was that it was dug to house Captain Cerol's remains back when the Fort was still in its infancy. It happened in a routine patrol of the spidery forest, back when it hadn't all been cut down. Cerol got into quite the scuffle with an undead moose, and although he killed it he was terribly wounded. He might have recovered but the brook froze over and there was no source of water, the wells had not yet been constructed. Captain Cerol died of thirst. The survivors had to bury his body or else suffer his wrath from beyond the grave.
Stuck between immediately digging and burying a graveyard in the evil biome or spending more time doing the same in the neutral one, it was decided that the quick option should be the right course of action. This was back before we knew much about anything in regards to the new evil undead. I didn't really know what I was doing.
Cerol was interred beneath and his tomb floored over, memorials given aplenty to appease his soul because his body was certainly restless. His wife Lor, she went insane with grief and died of dehydration too. She spent the last of her moments, days and days just spent in the darkness in her husband's tomb listening to his corpse shifting beneath. She soon joined the tomb. Others joined the tomb too, and one particular tomb became a dumping ground for corpses - no ceremonial purpose, just practical containment.
After a massive undead breakout resulted in ravens infesting the hallways, the dead of the Fortress had to be buried elsewhere. A new tomb was dug out and the Memorial Broke built, between these two structures the fallen of the Fortress were honoured in a much more deserving way. When the soldiers had to clear the old catacombs and see their dead friends lurching for them one last time... The catacombs were closed, a lot destroyed but some things like the memorials left untouched for fear of disturbing the already disturbed. The dead were reburied east, beneath the holy walls and in highly defended tombs where no necromancer, evil forest nor adventurous archaeologist could disturb their bodies.
The only remnant of this place in any Dwarf's memory is that whilst digging out a limestone layer for construction material, amongst some water pipes a strange structure was unearthed by some of the miners. It was quickly walled over and filled in with obsidian before any curious Dwarves poked a hole into the first catacombs.

The corpsepiles carry some of this superstition well, vicious hamsters aside.
None of the children like playing in the corpsepiles. I've seen them run around playing everywhere in the Fortress at least once - even in the 2nd cavern layer back in the frontier days, even in hell during the reinforced expedition (even if they no longer do so now) and even on the wallspikes (some of the children must have death wishes). The corpsepile however... The last and only time a child was found in the corpsepiles was during the mysterious death of Asmel Trammeloars, the same Dwarf who had her severed arm reanimated and placed in her bedroom. I still have no rational explanation of what happened to Asmel to this day, and I think it's for the best that only soldiers have access to it and only to throw corpses in and leave them in there, locked in with two necromancers and a handful of hamsters for company. Asmel was found in the corpsepiles dehydrated, so she had been there for a long time.
I should hope Dwarven parents everywhere tell bedtime tales on why not to trust the hamster, for it is an evil vermin.
Title: Re: Ravens are murder. [SPOILERS]
Post by: NJW2000 on August 16, 2015, 06:12:59 pm
How old is the fort now?

And how many dwarves, livestock, deceased, visitors, etc if I may ask?
Title: Re: Ravens are murder. [SPOILERS]
Post by: TheFlame52 on August 16, 2015, 06:48:17 pm
How willing are you to use DFhack? Deathcause is very useful, if not for the actual cause of death, at least for seeing what the creature was.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Jazzeraint on August 17, 2015, 02:01:05 pm
Truly hilarious and quite inspiring. Thank you.
Title: Re: Ravens are murder. [SPOILERS]
Post by: TheFlame52 on August 17, 2015, 03:13:43 pm
You reread my topic, so I reread yours.

A few things. One, you said you were going to do some testing with human wereopossums. Do you have any trogs, gorlaks, or the like you could experiment on instead? I feel like that would both be a better experiment and use resources you have in greater quantity.

Two, you said you have beetle demons with webs. So do I. Maybe our underworlds are connected.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Robsoie on August 17, 2015, 04:21:02 pm
I have a lot of fortress in 34.11 that were fun to me, but none of them were as great as this one.
Simply amazing !
Title: Re: Ravens are murder. [SPOILERS]
Post by: TheFlame52 on August 17, 2015, 05:41:29 pm
Somewhere in between 0.34 and 0.40 I learned to manage the military screen properly, so that was a huge increase in skill. After I rose above the level of cowering behind my drawbridge and traps, everything else was a lot easier.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Loud Whispers on August 17, 2015, 07:08:56 pm
How old is the fort now?

And how many dwarves, livestock, deceased, visitors, etc if I may ask?
A highlight of my siege stocks:
Spoiler (click to show/hide)
When it comes to livestock:
Spoiler (click to show/hide)
When it comes to guests:
Spoiler (click to show/hide)
Uninvited guests still roaming around:
Spoiler (click to show/hide)
Dwarf population and time:
Spoiler (click to show/hide)
As for deceased, there's been 58 Dwarven deaths (excluding necromancers) since the year 413, at a rate of 9 Dwarves dying every 5 years or 1.8 per year. Every other Fort I've run in 34.11 has had a mortality rate too high to bother calculating, so by DF standards this Fort has superb survival rates. The popcap is broken so the Dwarves will continue to grow in number until some terrible Malthusian catastrophe kills them all.

How willing are you to use DFhack? Deathcause is very useful, if not for the actual cause of death, at least for seeing what the creature was.
I use DFhack from time to time, I'm not too bothered with finding the answer as I enjoy the mystery more.

@Jazzeraint & Robsoie, thanks!

You reread my topic, so I reread yours.
A few things. One, you said you were going to do some testing with human wereopossums. Do you have any trogs, gorlaks, or the like you could experiment on instead? I feel like that would both be a better experiment and use resources you have in greater quantity.
Two, you said you have beetle demons with webs. So do I. Maybe our underworlds are connected.
I don't really have much else more science to do. Cavern critters are impossible to get my hands on so oddly enough in a way it's easier for me to do science on werecreatures! With the capturing of the weresloth showing the promise of the new human traps, I should be able to test how necromancers react to werecreatures definitively, because I seem to remember some stuff but I never wrote it down! Ack. I recall that werecreature corpses transform back into human form, but I'm unsure if this is still true, or if it was ever true.
As for the beetle demons, I haven't seen them in a while. Everything's been one eyed brutes, sleet demons and shrew demons. Haha, all my fun demons moved to your Fort, as shrew demons are agonizingly deadly. An interesting thing about shrew demons is that their syndrome passes through the cage they're in... Weaponization is possible.
Honestly I miss my old caverns when there were jungles of mushrooms and tubers hiding herds of undead and wild critters, battling it out amidst the great hunts held by the Fort's shocktroopers. The plump helmet women for example were originally part of a group of plump helmet people who accidentally blundered into a giant undead horde that had grown even larger after it conquered some forgotten beasts (I remember a giant corpse tarantula titan amongst their number). All of the plump helmet people were massacred except for the two plump helmet women who accidentally got rescued after they were hoisted to safety by dwarven cage traps. Now it's just full of megabeasts setting everything on fire, or just slumbering, waiting for prey to walk by. I don't know, it might just be the rose tinted glasses of nostalgia that I'm looking back on the undead herds with fondness. Back when they were still a threat they threw me into utter panic.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Jazzeraint on August 17, 2015, 07:15:26 pm
Honestly I miss my old caverns when there were jungles of mushrooms and tubers hiding herds of undead and wild critters, battling it out amidst the great hunts held by the Fort's shocktroopers. The plump helmet women for example were originally part of a group of plump helmet people who accidentally blundered into a giant undead horde that had grown even larger after it conquered some forgotten beasts (I remember a giant corpse tarantula titan amongst their number). All of the plump helmet people were massacred except for the two plump helmet women who accidentally got rescued after they were hoisted to safety by dwarven cage traps. Now it's just full of megabeasts setting everything on fire, or just slumbering, waiting for prey to walk by. I don't know, it might just be the rose tinted glasses of nostalgia that I'm looking back on the undead herds with fondness. Back when they were still a threat they threw me into utter panic.

Is it not the inevitable fate of successful fortresses that all threats become mundane?
Title: Re: Ravens are murder. [SPOILERS]
Post by: Loud Whispers on August 17, 2015, 08:02:24 pm
Is it not the inevitable fate of successful fortresses that all threats become mundane?
Now that you mention it I'm seeing it! Sure the caverns and rampway are still 100% pure death but I mean, the last elf siege I didn't even suspend any aboveground work or mobilize any soldiers. It has become part of the routine to put a bolt in a dead thing and carry on.

Spoiler (click to show/hide)

A desert Titan attacked, it flew up above the Palisade where five marksdwarves shot it down after a marksdwarf duel with crossbow bolt and slivers of frozen poison. When the Fort was in its early years a single flying tick Titan attacked the Fort and a hundred and something soldiers were mobilized to deal with it. With the exception of some particularly potent inorganic megabeasts composed of gems that are walking shards of murder, there are few things that can compete with the military machine of Silentthunders now. When death comes to this Fortress my money is on it coming by disease or fire.
Or the grinding attrition of time. God damn necromancers have the patience of eternity. Sazir can quite literally wait for my Dwarves to age to death to attain victory.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Jazzeraint on August 17, 2015, 08:13:59 pm
Is it not the inevitable fate of successful fortresses that all threats become mundane?
Now that you mention it I'm seeing it! Sure the caverns and rampway are still 100% pure death but I mean, the last elf siege I didn't even suspend any aboveground work or mobilize any soldiers. It has become part of the routine to put a bolt in a dead thing and carry on.

....

When death comes to this Fortress my money is on it coming by disease or fire.
Or the grinding attrition of time. God damn necromancers have the patience of eternity. Sazir can quite literally wait for my Dwarves to age to death to attain victory.

Whatever its end, I'm sure it will be bloody glorious.

What is the Moose pit, by the way? I've been wondering ever since it was mentioned.

And I also wonder if there's any way to not make sieges trivial. Perhaps going back to Orcs with Steel is the key...
Title: Re: Ravens are murder. [SPOILERS]
Post by: TheFlame52 on August 18, 2015, 10:39:31 am
Jeez, you have one-eyed brutes too? So do I! And sleet demons, though they're called sleet haunts here.

You should do a report on the demons you have there.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Loud Whispers on August 18, 2015, 08:10:07 pm
Jeez, you have one-eyed brutes too? So do I! And sleet demons, though they're called sleet haunts here.
You should do a report on the demons you have there.

All the clowns from the HFS: (I don't remember much about any of them).
Spoiler (click to show/hide)
The rest:

One-eyed brutes - Giant one-eyed tarantulas with wings, they spew webs everywhere and are a horrible mess to deal with. Generally not a big deal, in groups they can be a pain. With the help of other clowns, they become very lethal.
Sleet Demon - Catch them, they are giant quadruped snowmen who are glass cannons capable of killing anything up until you bisect them with a stick. They make good guests and garden pieces.
Shrew Demon - RUN AWAY NOW, FOR THEIR NOXIOUS FUMES ARE CHEMICAL WEAPONS OF MASS DESTRUCTION

Whatever its end, I'm sure it will be bloody glorious.
What is the Moose pit, by the way? I've been wondering ever since it was mentioned.
And I also wonder if there's any way to not make sieges trivial. Perhaps going back to Orcs with Steel is the key...
Spoiler (click to show/hide)
It started off with just a pit dug into the ground, then the Dwarves built a stone wall around it. Then they gave a roof over the pit. Fortifications were then built on the pit, with a guardtower watching over those fortifications to ward off any fliers. Then a dome was built over that guard tower and the fortifications. Then a tower was built over the dome.
Spoiler (click to show/hide)
The tower is the final addition, though it is incomplete. The ditch around it was filled with magma.

It was named the Moose Pit for two reasons, I can't remember which was the main one. Near the Moose Pit, when there used to be a great big forest of dead trees where the undead wildlife roamed around looking for warm blooded things, Muthkat (for back then he was no baron, merely a simple soldier) was alone and all out of bolts. He was attacked by a great undead moose and in a legendary battle fought it for the future of the Fortress. The details are sketchy but what is certain is that he won, crashing his crossbow through the beast. Muthkat left the battle missing some teeth but alive, saving the outpost. The other reason is that the Pit itself was used to house a great many undead critters, with a large portion of its inhabitants being Moose in some shape, limb or form.
In the beginning of the Fort's construction there was considerably less room for comfort, as its survival balanced on the brink of destruction. One of the first casualties of the Fort was the practice of owning pets. All pets were thrown in the Moose pit, to what extent the migrants knew of this practice is unknown. Many pets were merely recorded as missing. Pets dying within the Fortress were a serious security risk back then, so it was very much a necessary measure.

For storage reasons other undead were thrown in there. It also became increasingly entertaining to sacrifice things to the moose pit, or use it to execute captured goblins or kobolds. There would always be that brief moment where the goblin hit the ground, and it would take a second for all of the denizens in the pit to realize fresh meat had arrived.
Necromancer goblin execution pit... Start with a pit, caged necromancer at the bottom. Drop goblins in. Dump a few corpses. Let the goblins fight the corpses, which reanimate constantly until the goblins are overwhelmed.
Loud whispers already made that. Called it the moose pit. Look it up.
A blast from the past
Only, no Necromancer was needed - the corpses naturally reanimated. Some of the goblins were real fighters, trying to survive for as long as possible. All good things had to end eventually however, as I ran out of prisoners and worse still - the sheer amount of undead within the pit was preventing new animals from appearing, no doubt wary of approaching a Fortress so thoroughly infested with undead. It was after one particularly bold necromancer attack (one which was actually led by necromancers) that I decided now was the time to do something about the Moose Pit (as the entire Fortress military had been mobilized, even the were-civets).
I can remember a few things in particular about the cleansing of the Moose Pit.
The first is giving the order to open the gates that held the undead within. The second was the frenetic bloodbath that ensued as Dwarves wielding an array of weapons fought an array of undead, bloodied peacocks charging alongside moose and horse.
The third thing I remember was that bloody peacock. Quite literally, it was a peacock whose corpse was in such good condition that you'd believe it wasn't dead were it not for the fact that its throat was cut open and vomiting blood in perpetuity. That is an image from DF that will certainly not be forgotten for long. The fourth was that the kitchens were busy that night, and many Dwarves may have unknowingly found their pets were delicious - they remain missing to this day.

The Dwarves of Silentthunders are now very civilized, engaging in conversation over some fine river spirits underneath a crystal dome surrounded by freshwater fish swimming by, or sparring atop a sky-riser looking down on fields of paved limestone... But their parents? They were completely bonkers. That's the only way I can rationalize many of the things that happened in the old days. Then again the new generation have gladiatorial games so I'm not sure if they've really "civilized" or just rebranded the old crazy.
Even now as the Dwarves build a great monument atop the Moose Pit, the Moose Pit Tower - shuffling beneath it are 4 moose corpses, a huge one-eyed scorpion, a three-eyed tarantula missing three legs, a gigantic tick that has seen better days and a huge scaly flatworm whose only damage is a bruised brain, making it the most well-preserved megabeast corpse the Fortress has in its possession.

*EDIT
Urvad Bookoracle died in hospital. Alas, poor Urist.
*EDITx2
I found an old post I made on the Moose Pit.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Jazzeraint on August 18, 2015, 09:24:39 pm
I just want to sig half of the things you've written here.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Amperzand on August 19, 2015, 11:09:25 am
I just want to sig half of the things you've written here.

Indeed.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Isngrim on August 19, 2015, 12:53:21 pm
PTW


I understand your relationship with ravens Loud,i have similar issues with Unicorns stemming from the Exile Trilogy games

i wonder if there is a taxidermy mod,that and MDFs "decoration" work shops,we could have Raven or unicorn coat racks
Title: Re: Ravens are murder. [SPOILERS]
Post by: Jazzeraint on August 19, 2015, 01:15:35 pm
PTW


I understand your relationship with ravens Loud,i have similar issues with Unicorns stemming from the Exile Trilogy games

i wonder if there is a taxidermy mod,that and MDFs "decoration" work shops,we could have Raven or unicorn coat racks

We really need a bones to bone blocks reaction.
Title: Re: Ravens are murder. [SPOILERS]
Post by: AceSV on August 19, 2015, 04:08:26 pm

We really need a bones to bone blocks reaction.

That should be easy to mod, except I don't see the tokens to use bones as a reagent.  You probably need some combination of tags to get it. 

There is a tag for corpses though, you could just make blocks out of the corpses.  And frankly, that makes more sense. 

Quick guess:
Spoiler (click to show/hide)

EDIT:
Looked around, and I saw this on the Modding forum:

Spoiler (click to show/hide)
Title: Re: Ravens are murder. [SPOILERS]
Post by: Isngrim on August 19, 2015, 04:40:04 pm
Mwahahaha!


demon corpse walls in hell!

Title: Re: Ravens are murder. [SPOILERS]
Post by: Jazzeraint on August 19, 2015, 05:32:09 pm
My hero~
Title: Re: Ravens are murder. [SPOILERS]
Post by: TheHossofMoss on August 20, 2015, 04:05:13 pm
Mwahahaha!


demon corpse walls in hell!

That's pretty metal. I'll have to try that out sometime!
Title: Re: Ravens are murder. [SPOILERS]
Post by: TheFlame52 on August 20, 2015, 04:33:59 pm
Oh yeah, LW, I remember what I was going to ask you a few days ago.

GIMME THAT FUCKING SAVE YOU TWATWAFFLE
Title: Re: Ravens are murder. [SPOILERS]
Post by: Loud Whispers on August 20, 2015, 06:26:41 pm
The Forgotten Beast was a great big monstrous mite. This titanic parasite had engorged itself upon the blood of untold numbers of creatures in the depths, many of which must certainly now be extinct. So much blood of so many coursed through its veins that the great mite's blood itself consisted of a great concoction of toxins and parasites, the mite had become a walking cauldron of disease.
It had seen its fair share of fights in its time but its final fight would come when it emerged from the waters of lake Budam into the light at the end of the tunnel. This light carried the orange glow of a magma pipe... Only with something else, the blinding radiance of the sun - terrifyingly piercing to its dark adjusted eyes.
It tread past curiously large silk traps right into the corpse of Reksas Ulthush, an enormous scaly crab and the fell web spinner Siga. The giant mite took offence to them and killed them both very dead.
The giant mite approached the causeway, at last gaining sight of the world above, the world ready for its terrifying presence - unfortunately for the mite, a third megabeast corpse would take it down and rip off its trunk. Though the mite would eventually be victorious, it would also die - mortally wounded. A coral beast would then try to assault the 3rd platform, itself dying. Perhaps some of them have fallen into the magma sea as I believe there should be more of them there.
Spoiler (click to show/hide)
All the same, the undead megabeasts are proving to be a formidable defence against megabeasts.

Spoiler (click to show/hide)
In other news, I got quite the sensible chuckle when I found Asob trying to sleep whilst pestered by four of her children. She's learned how to be a heavy sleeper.

I've replaced the reaction raws that make plaster out of gypsum with the ones to make corpse blocks out of corpses, time will tell if things work as intended. There will have to be some finnicky new workshop placements or stockpiles to make sure the Dwarves don't accidentally get rid of useful corpses and only turn demon corpses into wall supports.
As for saves, I'll think about it. I'm very protective of my saves :P

*On a related note, does anyone know a way to reduce the size of my save? The problem with stonesense failing to run is that the Fort or save is too big. I've made copies where I destroyed all the items but that doesn't seem to be enough. How would I clear the dead/missing list, and what else could reduce the size at least enough to get stonesense working on the surface? I've considered using tiletypes to fill in/designate as hidden the entire underground world in a copy just to do this.
Title: Re: Ravens are murder. [SPOILERS]
Post by: TheFlame52 on August 20, 2015, 06:36:17 pm
Most of the size of your save is history, I believe.

Try using revflood on the surface. But I kind of want a save with all the stuff revealed, ya know?
Title: Re: Ravens are murder. [SPOILERS]
Post by: NJW2000 on August 20, 2015, 06:37:33 pm
Pretty awesome update. How many FBs do you have? DO you gen worlds with hundreds or something  :D
Title: Re: Ravens are murder. [SPOILERS]
Post by: Isngrim on August 20, 2015, 06:38:52 pm
fix/dead-units

fix/stable-temp may even help with lag if you have a lot of fire/magma moving around

clear map - will remove any contaminants and misc liquids on the ground which may also help with lag if there is a lot (unless I'm mistaken)
Title: Re: Ravens are murder. [SPOILERS]
Post by: Chevaleresse on August 20, 2015, 10:43:51 pm
Pretty awesome update. How many FBs do you have? DO you gen worlds with hundreds or something  :D

If I remember correctly, 34.11 FBs don't always exist until they show up at your fort.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Loud Whispers on August 21, 2015, 04:38:52 pm
I got isoworld working and I think this thread got nominated for hall of legends, I'm happy!
Spoiler (click to show/hide)
This war eagle however (the grey 'e' just at the bottom of the tombspire, that central tower), is not. It has flown away to escape the first great butchering of the eagles, and now resides here - unreachable by any Dwarf.
Spoiler (click to show/hide)
I ran fix/dead-units, fix/stable-temp, cleared the map, cut the weather, destroyed everything, revflood, filled everything in the subterranean with stone and then marked it as underground and hidden. Ran stonesense: It crashed. Turns out hiding the tiles doesn't stop stonesense from trying to render them. A pity.

Pretty awesome update. How many FBs do you have? DO you gen worlds with hundreds or something  :D
It's a big world so I'd assume hundreds, plus hundreds more of titans and other megabeasts. I forgot how many megabeasts I started the world with, I hope it wasn't something stupidly large.
FBs don't seem to be procedurally generated on the spot, they look like they've got proper places in legends mode and all.

Oh, and back to Isoworld! (http://www.bay12forums.com/smf/index.php?topic=70700.0)
Failing to get Stonesense working I looked back at isoworld, and had until now never been able to get it working. Finally figuring out what was wrong (a terrible, easy, simple mistake), I created a demigod human adventurer in a save copy. This adventurer was a literate master swordsman who had dabbled in swimming and was ready to find the faraway Fortress of Eshomamud in the east, guided by mysterious visions.
He first traveled south to a necromancer tower native to his human peoples and rushed up and through it, being possibly the fastest thing alive in the universe. He ran up to the highest level being chased by necromancers swearing they would kill him and was perhaps the first to read and discover the secrets of life and death so quickly under such extreme pressures. Repeating his journey down the tower, now thankfully safe from being attacked by the undead inhabitants of the tower, he waltzed on out with one human corpse and the confidence to complete his quest.
The slab was not sought for the ability to resurrect corpses, rather, to allow him to travel day and night across the icy tundra without food, water or sleep - the journey would be prohibitively arduous otherwise.
The powers of reanimation however did come in handy, and after several ill-advised kobold ambushes and giant dingo attacks, my human was sporting a small army of kobolds, dingoes and ravens that was leaving a trail of devastation in the local fauna and bandits.

After days of travel which would have killed any mortal man, he eventually he reached the spidery forest and began inquiring as to the whereabouts of the Mountain Hall.
Spoiler (click to show/hide)
Understandably the local Dwarves answered quickly for they did not wish to have this human stay for long. I had to be careful not to accidentally open a door whilst the corpses were beside me, lest I accidentally cause the deaths of entire families within when I just wanted to ask for directions.
The necroventure continued eastwards massacring some more bandits along the way when finally: Results!
Spoiler (click to show/hide)
A particularly panicked Dwarf told me after just three prods where the fabled Fortress was!

Spoiler (click to show/hide)
At last! On the left is the small hamlet of Veilarch, on the right with the castle is the town of Laborscar and right in the middle is a shrine to a Mountain Titan that has no doubt terrorized both town and hamlet for quite some time. And all the way in the distance...

Spoiler (click to show/hide)

SILENTTHUNDERS :D
Title: Re: Ravens are murder. [SPOILERS]
Post by: Max™ on August 21, 2015, 09:27:02 pm
:D
Title: Re: Ravens are murder. [SPOILERS]
Post by: Jazzeraint on August 22, 2015, 02:43:52 pm
I've replaced the reaction raws that make plaster out of gypsum with the ones to make corpse blocks out of corpses, time will tell if things work as intended. There will have to be some finnicky new workshop placements or stockpiles to make sure the Dwarves don't accidentally get rid of useful corpses and only turn demon corpses into wall supports.

Are they working?

Are corpse walls going up?!

If so, please post the reaction you used~
Title: Re: Ravens are murder. [SPOILERS]
Post by: Loud Whispers on August 23, 2015, 07:18:18 pm
Are they working?
Are corpse walls going up?!
If so, please post the reaction you used~
I used the one ITT and well...
Spoiler (click to show/hide)
They tried to make a corpse block.
Spoiler (click to show/hide)
Only they ended up making limestone blocks. Considering how they didn't even bring any reagent corpses to the tannery I believe they are just carving limestone blocks and trying to pass those off as corpse bricks in an attempt to trick the manager.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Jazzeraint on August 23, 2015, 08:06:03 pm
I used the one ITT and well...
Spoiler (click to show/hide)
They tried to make a corpse block.
Spoiler (click to show/hide)
Only they ended up making limestone blocks. Considering how they didn't even bring any reagent corpses to the tannery I believe they are just carving limestone blocks and trying to pass those off as corpse bricks in an attempt to trick the manager.

I figured out how to make bone blocks. Not the same as corpse blocks, but maybe this reaction will help:

Spoiler (click to show/hide)

Or use this reaction if you want to feel more historical / realistic:

Spoiler (click to show/hide)
Title: Re: Ravens are murder. [SPOILERS]
Post by: Amperzand on August 23, 2015, 09:54:09 pm
Walls made of corpses must happen. I mean, just, YES.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Argonnek on August 24, 2015, 01:52:40 am
Why just walls? Pave hell with the bones of the demons that reside within, and show them that the player's ingenuity is far more terrible than any petty demonic invasion force.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Aslandus on August 24, 2015, 08:56:31 am
Why just walls? Pave hell with the bones of the demons that reside within, and show them that the player's ingenuity is far more terrible than any petty demonic invasion force.
Watch as we rewrite reality itself so we can pave your home with the corpses of your fallen!
Title: Re: Ravens are murder. [SPOILERS]
Post by: AceSV on August 24, 2015, 11:25:05 am
Also it has occurred to me, you could use almost the same reaction to make corpse statues too.  A little demon taxidermy for you. 

The real question will be if the necromancers or the evil biome can turn your corpse constructions and corpse statues against you. 
Title: Re: Ravens are murder. [SPOILERS]
Post by: Loud Whispers on August 24, 2015, 08:15:41 pm
Yeah that reaction is the one I used, it produced limestone blocks for some reason. Still fiddling around with reactions to try and find one to make bone or corpse blocks, either will do.
In other news:
Spoiler (click to show/hide)
The Fort has borne an artifact adamantine short sword, the second of its kind. Elderround shall join Visioncraze in being the pinnacle of lethality, both swords held by elder master swordsdwarves of the elite vigorous clasps. Captain Mebzuth Trammeloars with Visioncraze and Medicaldwarf Captain Etur Atticcave with Elderround.
Spoiler (click to show/hide)
But few swords can top an old Olin classic. Rest in piece you glorious metalsmith.
Spoiler (click to show/hide)
The escaped war eagle has somehow developed into a small society of four war eagles who managed to escape from the butcher's knife. They run around on the farm roof free from Dwarven hands, doing eagle things.
Title: Re: Ravens are murder. [SPOILERS]
Post by: TheFlame52 on August 24, 2015, 08:35:56 pm
The escaped war eagle has somehow developed into a small society of four war eagles who managed to escape from the butcher's knife. They run around on the farm roof free from Dwarven hands, doing eagle things.
Have you read Datan and the Eagle, I believe it was called?
Title: Re: Ravens are murder. [SPOILERS]
Post by: NJW2000 on August 25, 2015, 03:18:50 am
I hope they breed, and produce a kingdom of eagles on your roof. Except they'll start dying in a couple of years, and it could be like the ravens all over again.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Alfrodo on August 25, 2015, 11:50:08 am
The problem with the reaction is that "Corpse" is not a material in the game.

I don't remember much from my experience with modding, but I think you'd need to add it as one (It would be corpse in name only.) then define the material in the output (somehow) and make it accept body parts for the first (you probably got that, and you're probably better at modding.  This would also have a bizarre side effect of making it so individual hands, noses and fingers can become blocks.) I'll try this myself later.

Also, make the corpse material unable to rot.

Don't want the blocks to rot mid-transit or collapse the fort by rotting away...

(PTW in disguise)
Title: Re: Ravens are murder. [SPOILERS]
Post by: Urlance Woolsbane on August 25, 2015, 12:48:55 pm
I hope they breed, and produce a kingdom of eagles on your roof. They'll start dying in a couple of years, and it could be like the ravens all over again.

Fixed that for you. =P
Title: Re: Ravens are murder. [SPOILERS]
Post by: Jazzeraint on August 25, 2015, 06:47:57 pm
Yeah that reaction is the one I used, it produced limestone blocks for some reason. Still fiddling around with reactions to try and find one to make bone or corpse blocks, either will do.

The reaction I used has had zero issues, but then I'm running 40.24. You could try Meph's reaction from Masterwork, which differs on some key points, if you're using pre-2014.
Title: Re: Ravens are murder. [SPOILERS]
Post by: tonnot98 on August 27, 2015, 10:14:38 pm
dude, this is like one of the best threads ever

I've no earthly clue how to even get that many megabeasts.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Jazzeraint on August 27, 2015, 11:04:18 pm
dude, this is like one of the best threads ever

I've no earthly clue how to even get that many megabeasts.

Larger world (more FBs), gen with 300 megabeasts.

And then enjoy!
Title: Re: Ravens are murder. [SPOILERS]
Post by: NJW2000 on August 28, 2015, 03:37:31 am
Then play for 30 dwarven years straight.
Title: Re: Ravens are murder. [SPOILERS]
Post by: TheFlame52 on August 28, 2015, 03:15:57 pm
Then play for 30 dwarven years straight.
Some of my marksdwarves have 5+ FB kills - and they only get to kill the ones that show up in the second cavern.
Title: Re: Ravens are murder. [SPOILERS]
Post by: NJW2000 on August 28, 2015, 04:03:01 pm
Huh. Cushy posting, eh.
Title: Re: Ravens are murder. [SPOILERS]
Post by: TheFlame52 on August 28, 2015, 04:53:38 pm
Huh. Cushy posting, eh.
Well, they have earned their keep. Many were old and have died of old age since then, but the original marksdwarf corps were hunters that were drafted when a titan, a humanoid of mud with webs, attacked the fortress in its childhood. They saved the fortress from certain destruction, pelting the titan with endless silver bolts from the walls until it crumbled to pieces.

Of the ten original marksdwarves, five remain. Four died of old age and one left when I was forced to retire the fort. Three of those original marksdwarves have 5+ FB kills.
Title: Re: Ravens are murder. [SPOILERS]
Post by: TheFlame52 on September 07, 2015, 02:11:43 pm
I've been thinking about this. Bastiongate and Silentthunders are somewhat similar, but very different.

I think this mostly comes from our perspectives on solving problems. When I come up against an insurmountable problem, I find a way around it. When you face an insurmountable problem, you throw the full force of your will and creativity against that fucker and you solve it.


Faced with an infinite siege, Silentthunders would fight it to the last. Your whole fortress is geared for war. Every building is a fortress. Every citizen is a soldier. Every resource is a weapon. You would throw bolt and blade, demon and undead, magma and traps at the enemy. Every step the enemy took would cost them dearly. It would be an epic tale. But eventually you would fall.

Faced with the same situation, Bastiongate would simply seal its doors. No way the siege is getting in here. Life would continue as normal.

For that matter, it shows in how we deal with sieges now. When you get invaded, your 100-plus-man military charges out and slaughters the enemy. I catch most of the invading force in traps and finish off the stragglers with my 10-man military.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Loud Whispers on September 07, 2015, 06:13:00 pm
Times have been changing. The golden age of victory has dimmed. Dwarves have been dying and ghosts rising to haunt the living, old grizzleguts all falling to age as age made their bodies fall apart. There was something quite sad when Uvash L. Tiger keeled over in the middle of a military demonstration, Unib Titans was found screaming drill commands to young recruits - as a ghost beyond the grave and old Professor Cog was fast asleep atop a pile of records. Cog didn't wake up.

Then there was Feb Phrasecobalt the Macabre. Not always known as the Macabre, Feb Phrasecobalt was a quiet Dwarf; happy and optimistic, rarely discouraged, modest and all round relaxed. He was well loved by many, and to see Feb crack up and lose it was grueling for all.
Spoiler (click to show/hide)
At the age of 7 Feb was involved in a terrible accident whilst playing with his brothers and sisters. He fell down several flights of stairs due to this accident and severed his lower spine and broke one of his legs. I refused to give up on little Feb and there was something admirable about how even without the use of his legs Feb soldiered on, exceeding in his craftsdwarfship and military drill. As he neared the age of 22, having studied under some fine elite Captains, Feb might have become a great instructor - after all, what better way to motivate the young ones than to have their instructor kick their backsides without any functioning use of his lower half?

Regrettably whilst his physical wounds healed, mental wounds were left behind. Feb would eventually grow miserable. Long after his accident the trauma of his injuries still haunted him. There was nothing the doctors could do to fix those wounds or give him use of his legs back. He would've recovered but Armok gifts and curses with his visions. He saved one Dwarf from a coma with his visions, now he took one Dwarf from happiness with his visions.
Having gone into a demented macabre state Feb grew solitary and disturbed. This eventually developed into full blown insanity, and Feb went stark raving mad, running around through the Fortress until at last starvation claimed him.
Spoiler (click to show/hide)
And so ended Feb Phrasecobalt the Macabre, formerly Feb Phrasecobalt the Optimist.

There was little time to mourn after the Titan attacked.
Spoiler (click to show/hide)
The Titan was a clumsy three-eyed dimetrodon (http://i.imgur.com/0QVmQvS.jpg) with enormous thin wings of stretched skin and ensnaring webs vomiting forth from a mouth shielded by oval scales. Well, all of it was shielded by oval scales.
Spoiler (click to show/hide)
It bypassed the ground defences by virtue of its hideous wings and landed right on top of a wall segment, steadily smashing through a floor hatch to get at the juicy morsels hiding below. This all took place within walking distance of one of the largest barracks within the Fortress, a taskforce was assembled rapidly. Several dozen elite soldiers and fresh recruits eagerly marched up to the hatch, ready to bust through and catch the Titan off guard.
Spoiler (click to show/hide)
This is the point where the beast crashed through the hatch and caught the taskforce off guard. Caught in the chokepoint every single Dwarf except for one was immobilized by its great webs. Doctor Onul Bloodmachine on the one hand and Zoslu Ustxuutol on the other.
Doctor Onul Bloodmachine had a well earned reputation for her surname. Zoslu kept trying to catch her but she was too fast, kicking it shins, lodging her axe in its wings - after striking its front leg with her steel shield she was finally in a position to deal the killing blow.
Spoiler (click to show/hide)
And off went Zoslu's head.

Have you read Datan and the Eagle, I believe it was called?
Yes!
I hope they breed, and produce a kingdom of eagles on your roof. Except they'll start dying in a couple of years, and it could be like the ravens all over again.
I am worried a bit about that, as I have spotted more eagles popping around and disappearing from ledges with disturbing regularity. A small lockdown has been ordered to curtail eagle movement, they fly through shafts and passageways like noble rats, gremlins and kobolds. I do not look forward to their reincarnation as undead gargoyles clawing at my Dwarves' eyes.
As a side interest after the birth of one particular Dwarf of incredibly healthy stock I began surveying my Dwarves for one trait in particular: The tall and humongous amongst the Fort. The (http://i.imgur.com/KLiUOSE.png) Fort (http://i.imgur.com/s0QNVwg.png) has (http://i.imgur.com/SXsN6yh.png) been (http://i.imgur.com/wHn57RF.png) blessed (http://i.imgur.com/wHn57RF.png) with (http://i.imgur.com/IDFRvFG.png) Dwarves (http://i.imgur.com/SrUgnBa.png) born (http://i.imgur.com/wVhhxIf.png) of (http://i.imgur.com/TN3QwDT.png) excessive (http://i.imgur.com/pOXoGGo.png) proportions. (http://i.imgur.com/gdf4upc.png) About 5% of the Dwarven population are larger than humans. They are all being given the titles of Shukar to add to their names, I hope to one day create a squad purely out of gargantuan Dwarves (by Dwarven standards anyways).

I've been thinking about this. Bastiongate and Silentthunders are somewhat similar, but very different.
I think this mostly comes from our perspectives on solving problems. When I come up against an insurmountable problem, I find a way around it. When you face an insurmountable problem, you throw the full force of your will and creativity against that fucker and you solve it.
Faced with an infinite siege, Silentthunders would fight it to the last. Your whole fortress is geared for war. Every building is a fortress. Every citizen is a soldier. Every resource is a weapon. You would throw bolt and blade, demon and undead, magma and traps at the enemy. Every step the enemy took would cost them dearly. It would be an epic tale. But eventually you would fall.
Faced with the same situation, Bastiongate would simply seal its doors. No way the siege is getting in here. Life would continue as normal.
For that matter, it shows in how we deal with sieges now. When you get invaded, your 100-plus-man military charges out and slaughters the enemy. I catch most of the invading force in traps and finish off the stragglers with my 10-man military.
I thank you for your praise and find it uncannily relevant; it brings bloody tears to my eyes (or perhaps that is a terrible affliction at work).

After finally finishing two lines of cage traps to hopefully capture some humans, I decided to boot up force siege to get a modest amount of humans for capture. Forts like Bastiongate where defence is a grim automated killing machine show there's more than one way to skin a cat, and I needed some humans for R&D. The last siege didn't accomplish my objectives because I actually wanted to catch some humans, but they refused to enter any of my killing fields. So some trap lines were set up more directly outside in the hopes that at least some humans would be captured.
And humans did arrive. I had anticipated 20 at most, and so made no preparations for siege. I expected many humans to be captured and the rest defeated with ease.
Spoiler (click to show/hide)
What I failed to realize was that after Eslo's first assault tested the defences of Silentthunders she decided to take a more proactive role in the next assault. It is notable her soldiers all hail from different corners of the earth, some riding horses, some camels - others with cinnamon skin like my Dwarves or peach or copper skin from other human civilizations no doubt incorporated one way or another into the Empire. Their weapons are exotic, their names unusual to even their peers - war lions and mosquito riders fighting alongside pikemen, lancers, camel halberdiers and horse archers. Rescued from goblins or absorbed from neighbouring human Kingdoms, probably both; Eslo was undefeated in her long list of battles, and her army had everything.
Spoiler (click to show/hide)
She herself was little more than a great skinless lizard who fooled the humans into believing either her martial prowess or her divinity. Dangerous, yes - but Dwarven blades could cut her just as well as any demon.
Spoiler (click to show/hide)
The real challenge lay in her army. It had everything from every weapon and war animal the entirety of human civilization had access to.

None of my Marksdwarves are in position in the gatehouses and the undead forgotten beast I intended to unleash failed to release because I forgot to link it to any mechanisms. All hatches have been batted down and 155 soldiers have been mobilized for war. The Dwarves sleep fully armed and armoured and some sleep underneath vital fortifications to ensure response times are stellar. This time around I don't believe a clean open battle will be possible. In spite of some setbacks Eslo hasn't seen all of our dirty tricks yet.
Title: Re: Ravens are murder. [SPOILERS]
Post by: TheFlame52 on September 07, 2015, 07:03:27 pm
Sad. But don't you have more dwarves being born? If not, you might need to invest in some dwarven marriage cells.

Awesome, I've already killed all four titans in my world. One was a flying webber. I thought I was doomed when my marksdwarves turned up quivers empty, but it was dispatched with a single stab to the head. Anticlimactic.

I fucking jinxed it on that siege, didn't I.
Title: Re: Ravens are murder. [SPOILERS]
Post by: tonnot98 on September 08, 2015, 10:32:36 am
Can't wait to see what comes of this.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Loud Whispers on September 08, 2015, 06:17:50 pm
Sad. But don't you have more dwarves being born? If not, you might need to invest in some dwarven marriage cells.
Awesome, I've already killed all four titans in my world. One was a flying webber. I thought I was doomed when my marksdwarves turned up quivers empty, but it was dispatched with a single stab to the head. Anticlimactic.
I fucking jinxed it on that siege, didn't I.
Yeah kids are still being born, 62% of all Dwarves were born in this Fort, the rest are all grizzleguts with memories of distant lands. It does take 12 years to turn a child into a soldier and even longer for the soldier to be a veteran though!

As for the siege...
Spoiler (click to show/hide)
Seven squads of Marksdwarves (green squares) have been ordered to the southern walls, two to the northern walls, two to the Citadel and the most elite sharpshooters of the Pleated Stakes stand ready on the courtyard battlements. In the barracks and the HQ several squads of elite shocktroopers and melee Dwarves of various specialty stand guard or on reserve; likewise two squads have been sent to the Crypt and Cathedral to protect our dead and deploy against any mosquito riders or false deities who would wish to strike our marksdwarves. Vital civilian activities are continuing, the militia and several other military squads have not yet been given battle orders. 121 soldiers are moving into position against over 320 hostiles, with over 30 continuing vital activities and 36 children harvesting food crops. Most if not all are mounted units, so that's around 160 camelry or cavalry in the first wave. For FPS reasons I am going to wait a bit before forcing even more sieges until I reach even more, MORE HUMANS. I hope to catch Eslo in a crossfire, to quickly kill the false deity. With any luck she'll trap herself in some corridor but I doubt it, so death will have to do.

...

I had just finished writing when I decided to force just one more siege.
Spoiler (click to show/hide)
This siege came with a few hundred more humans.
It's going to be a long war.
Eh fuck it, we've gone this far. Let's rev this up a bit, I've cheated Armok once already with the HFS.
Spoiler (click to show/hide)
You see that nice little map above with the squares? Throw the squares out the window, the enemy is everywhere.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Jazzeraint on September 08, 2015, 06:27:23 pm
You see that nice little map above with the squares? Throw the squares out the window, the enemy is everywhere.

THE END IS NIGH
MAY ARMOK'S GAZE LINGER ONLY SHORTLY UPON THEE
....
Who let that crazy dwarf into the dining hall again?
Title: Re: Ravens are murder. [SPOILERS]
Post by: Loud Whispers on September 08, 2015, 06:50:22 pm
Spoiler (click to show/hide)
18th of Malachite, the first bolt was fired. Bolts are flying everywhere for days across the battlements everywhere, it has not dissuaded the humans one bit who are - everywhere. By sheer volume they have disabled some of the outer traps. Horses and camels are vomiting everywhere, and one of the enemy axemen swatted a steel bolt out from the sky to save his horse. Truly, they are heroes, it seems almost a shame most of them must die.

The human vanguard is assaulting the courtyard, a squad of camelry pikemen led by a human hammer lord - Dana Karalaka. This one should be captured.

*It happened again.
I forced one more siege.
Spoiler (click to show/hide)
Armok gave me 500 more soldiers. I'd say we're at least outnumbered 12 to 1 and any above ground bee gathering will have to be canceled for the next few years.

The end is nigh

*EDIT
THERE WERE MORE THAN I THOUGHT, THEY'RE STILL ARRIVING
They've clogged up the eastern tunnel weapon traps with camel and horse corpses. I'm sealing the Quarry entrance, I don't want the Forgotten Beasts smelling their blood and deciding a trip to the surface would be fun.
*EDITx2
One of the children, Fikud Matchedquakes just created a grizzly bear bone scepter. I don't know where Fikud found the grizzly bear skeleton.
*EDITx3
Apparently you can overpower a weapon trap by throwing enough people at it - it can only target one at a time. And then it gets clogged with corpses and stops working.
*EDITx4
We're at 1600 enemies and still climbing. They're not showing any signs of slowing down.
*EDITx5
The first Marksdwarves on the walls have run out of bolts and must resupply.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Alfrodo on September 08, 2015, 07:18:49 pm
Silentthunders will not fall.  Silentthunders is too bad at falling to fall.
Title: Re: Ravens are murder. [SPOILERS]
Post by: tonnot98 on September 08, 2015, 07:38:59 pm
By Armok's beard!

Should your fortress fall, I'd be disappointed if all of those humans didn't die first!
Title: Re: Ravens are murder. [SPOILERS]
Post by: Loud Whispers on September 08, 2015, 07:40:24 pm
We're at 1700 soldiers now and I just saw a hammer lord block numerous strikes from a copper spike trap, only to have his maul-hand shot and end up speared by the copper spikes. Some of my Marksdwarves may have a cruel sense of humour.
I have a plan; there's a corpse bomb I've been cooking in the Dining Fortress, if I can retake the Brass Rampart from the pikemen I may be able to get a mechanic to move it in place and hook it up to a lever - unleashing 107,000 Urists weight worth of undead in the front entrance.

*EDIT
The false deity has disappeared. I am not sure what this means, I cannot find any Eslo alive or dead, nor have any soldiers reported fighting a giant skinless lizard. Eslo may have retreated in the face of my ambush, the bastard!
*EDIT
It is impossible for any of my Marksdwarves to miss, from the sharpest elite marksdwarf to the freshest recruit. There are so many humans.
Title: Re: Ravens are murder. [SPOILERS]
Post by: TheFlame52 on September 08, 2015, 07:53:20 pm
HOLY

FUCKING

SHIT

Spoiler: music (click to show/hide)

YOU PUT THIS TUNE ON IN THE BACKGROUND ON REPEAT RIGHT THIS INSTANT

AND THEN YOU SAVE THE GAME AND UPLOAD IT TO DFFD
Title: Re: Ravens are murder. [SPOILERS]
Post by: Loud Whispers on September 08, 2015, 08:03:11 pm
HOLD THAT THOUGHT, THE HUMANS ARE WITHIN RANGE TO RETURN FIRE
GOD BLESS MY FORTIFICATIONS BUT I MAY NEED TO RETHINK MY STRATEGY A TINY BIT

*EDIT
SHOULD I FORCE MORE SIEGES? SOME PART OF MY BRAIN THINKS THAT WILL MAKE THINGS BETTER, THE OTHER PART IS SCREAMING FOR HELP
Title: Re: Ravens are murder. [SPOILERS]
Post by: Alfrodo on September 08, 2015, 08:21:38 pm
HOLD THAT THOUGHT, THE HUMANS ARE WITHIN RANGE TO RETURN FIRE
GOD BLESS MY FORTIFICATIONS BUT I MAY NEED TO RETHINK MY STRATEGY A TINY BIT

*EDIT
SHOULD I FORCE MORE SIEGES? SOME PART OF MY BRAIN THINKS THAT WILL MAKE THINGS BETTER, THE OTHER PART IS SCREAMING FOR HELP

YOU BROUGHT THIS UPON YOURSELF.  NOW YOU MUST FIGHT TO THE END.
Title: Re: Ravens are murder. [SPOILERS]
Post by: tonnot98 on September 08, 2015, 08:23:56 pm
Christ man, how is your computer holding up through this??

A multi-thousand siege is something that isn't seen often in these forums, much less one that has been survived! Should you force more, stop it at 2000! Live and earn glory, die and earn a special spot in the glowing pits!
Title: Re: Ravens are murder. [SPOILERS]
Post by: MDFification on September 08, 2015, 08:25:41 pm
I'M NOT SURE WHY WE'RE YELLING BUT FORCING MORE SIEGES WILL PROBABLY RESULT IN TOTAL FORT KILL SIMPLY BY VOLUME
Title: Re: Ravens are murder. [SPOILERS]
Post by: Aslandus on September 08, 2015, 08:29:28 pm
Moar soldiers! Drive the nations of the world to extinction through mass slaughter!
Title: Re: Ravens are murder. [SPOILERS]
Post by: tonnot98 on September 08, 2015, 08:35:47 pm
Show the world why dwarves were made! UNLEASH THE BEASTS!
Title: Re: Ravens are murder. [SPOILERS]
Post by: Loud Whispers on September 08, 2015, 08:44:44 pm
Hmmm... I think I will force one more siege and stop there. The risk of forcing a siege that comes with 500 more soldiers is too high that death by volume would be inevitable, my Dwarves should at least have a fighting chance. Amusingly Uvash's ghost still screams drill at the soldiers as they muster in the Citadel. I'm sure it's quite inspiring.
Spoiler (click to show/hide)
And Architect Kogan shall be manning the ballista shortly, a modest stockpile should allow him to dent the pikemen crowd a bit. Amazingly my FPS only dropped by 1 frame per second down from 2 FPS. It's now at 1 FPS.

Oh, and forced 1 more siege - it only drove the hostile count to around 1750, which is for the best.

*EDIT
Ballista has had no noticeable effect on crowd, Kogan is a skilled siege operator but a better axedwarf. He will join the others in the HQ and prepare for war as an elite soldier.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Loud Whispers on September 08, 2015, 09:43:11 pm
Spoiler (click to show/hide)
They march down the brass road, others make camp to see how their peers will fare. The pikemen vanguard has stalled after their leader was incapacitated, they mill outside the courtyard awaiting reinforcements. Reinforcements are galloping into the brass palisade with increasing regularity, the fortifications still hold, and they have not yet breached the axe blades.
Spoiler (click to show/hide)
The soldiers on the north face are of less concern, far away from most of the fighting. Given their large number of archers and crossbowmen, not a high priority target. Still, those axemen look to be in prime location to drop the sky.
Spoiler (click to show/hide)
The eastern defences have seen considerably more success, many humans or their mounts were captured and the drawbridge was sealed in time. I am in the interest of protecting Forgotten Beast habitats, for they are endangered species. Some are just of a nature too deadly for me to wish upon the surface.
Spoiler (click to show/hide)
The mosquito riders have been repelled, a few lofty mosquitoes remain vomiting in the sky but they will eventually fall. Over a dozen or so humans and their loyal steeds have been shot and killed, their corpses spilling blood into the magma below. All in all an insignificant amount of humans have died.
Spoiler (click to show/hide)
The eastern tunnel connects the northern territory with the southern; being an underground passage which cannot be defended from the Fortress, it was fitted with some nasty traps to discourage any attacking foes from taking up residence within. The traps did their job and though they allowed about 60 cavalrymen through before most of them ended up jammed, they must've injured a great deal many more horses, slowing down the human advance. One copper spike still works, and the northern squads should lose at least 3 more men to it before they completely own the tunnel.
Spoiler (click to show/hide)
Troops are still moving around back and forth as the Fort is alive with Dwarf feet and human screams.
Spoiler (click to show/hide)
The Marksdwarves are spread along the entire Fort to maximize coverage. The 2nd level battlements are covered in doors so that when a Marksdwarf has finished firing, is changing tower or is coming under too much fire they can pull back and the doors fasten shut blocking any arrows that might make it through a fortification. It also helps narrow fields of view drastically, so marksdwarves can reposition themselves to duel two dozen enemy archers whilst putting themselves at risk to only 3 or 5 enemies (most of the time). So far they've killed a few humans and war animals but just as before, not enough to make a noticeable difference. There is a silver lining in that Marksdwarves related to Feb Phrasecobalt have had something to cheer up about (or vent anger on) as a result of the siege.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Dumbestdorf on September 09, 2015, 01:45:01 am
This is truly epic.
Title: Re: Ravens are murder. [SPOILERS]
Post by: tonnot98 on September 09, 2015, 10:02:17 am
This is truly epic.
Title: Re: Ravens are murder. [SPOILERS]
Post by: omega_dwarf on September 09, 2015, 10:14:03 am
You have a necromancer, right?

That could help a bit, if you don't mind exposing him briefly to arrow-fire, while you're waiting for the potential of the corpse bomb.

But yes, Silentthunders just got insane. Has something like this even been attempted before? Armok's eyes are upon this land. All of the buildings' epicness now stand in proper scale. I just hope they don't breach into your underground.

It would be infinitely glorious if DF had some kind of altered mode in which it could handle such large troop numbers at a somewhat reasonable FPS...because this is a realistic siege, in numbers. I'm impressed that DF is handling it at 1 FPS, inefficient as it is...perhaps it's rounding up from 0.1? :P

(Oh, so you know how Toady is working with multi-tile units? ...gonna make a suggestion (http://www.bay12forums.com/smf/index.php?topic=153009.0) that some squads be handled like that. Would vastly reduce the number of paths being calculated, allowing for larger sieges.)
Title: Re: Ravens are murder. [SPOILERS]
Post by: NJW2000 on September 09, 2015, 11:19:48 am
This. Is. Truly. Fucking. Insane.  :D.
Title: Re: Ravens are murder. [SPOILERS]
Post by: omega_dwarf on September 09, 2015, 12:04:13 pm
This is truly epic.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Dozebôm Lolumzalìs on September 09, 2015, 01:01:23 pm
UPLOAF SADE!  UPFONE CRAZE!

"I think he's asking for a save."

☺☺☺☺               ☺ <--- Jwoodward48df has gone stark raving mad from the sheer amounts of awesomeness and gore in this adamantine forumite thread!
Title: Re: Ravens are murder. [SPOILERS]
Post by: Loud Whispers on September 09, 2015, 02:40:00 pm
You have a necromancer, right?
That could help a bit, if you don't mind exposing him briefly to arrow-fire, while you're waiting for the potential of the corpse bomb.
I've got 3; two linked to the corpse stockpile and one who is still in rebellion in the dining hall corpse factory. If the humans overpower the Dwarven military, they will be unleashed and my entire collection of dead corpses will become reanimated corpses, rendering the entire subterranean complex hostile to all life. Plus Necromancers are non-renewable resources, so I don't want to lose them unnecessarily just yet. We're not yet out of options!

But yes, Silentthunders just got insane. Has something like this even been attempted before? Armok's eyes are upon this land. All of the buildings' epicness now stand in proper scale. I just hope they don't breach into your underground.
They've taken the palisade, but with the quarry and postern sealed their only entrance is through the courtyard. With exception to some exceptionally brave kobolds and a single necromancer, no enemies have ever made it through alive. From then on round there's several more defensive lines and Fortresses, for as long as there's Dwarves there's somewhere to defend. Absolute, absolute worst case scenario - all forces pull back, abandon the farms and live off of stocks, eagles, bacon and rutherers.

It would be infinitely glorious if DF had some kind of altered mode in which it could handle such large troop numbers at a somewhat reasonable FPS...because this is a realistic siege, in numbers. I'm impressed that DF is handling it at 1 FPS, inefficient as it is...perhaps it's rounding up from 0.1? :P
I suspect it's to do with how most of the humans only path to their squad leader and only the squad leaders path to the Fort, and even then not all at once. Though then again I've done arena mode combat with thousands of troops fine whilst a single pathing Titan grounded everything to a shuddering standstill. DF pathing is weird.

(Oh, so you know how Toady is working with multi-tile units? ...gonna make a suggestion (http://www.bay12forums.com/smf/index.php?topic=153009.0) that some squads be handled like that. Would vastly reduce the number of paths being calculated, allowing for larger sieges.)
And enemy siege engines!

Oh, and speaking of options:

Spoiler (click to show/hide)
Boom

I've waited decades for an opportunity to detonate the pillars. 5 men and their cavalry were swept into the magma, one was speared on the copper spikes.

Spoiler (click to show/hide)
Some were flung high into the air.
Spoiler (click to show/hide)
Others flung really high.
Spoiler (click to show/hide)
It was hoped that their lieutenant would perish but alas, the spearmaster lives on quite unfazed and is already trying to regroup his unit. The survivors have mostly all been knocked unconscious, so although they only suffered quite superficial bruising their march has been abruptly ended even if only for a few days. The dust cloud reached 10zlvls high showing promise as a potent anti-flier weapon, something I hadn't considered before.
These pillars were the weakest of them all, only two pillars and only 1 wall's worth of strength to collapse on the humans. The other two gatehouses have twice as many pillars. The Brass Palisade has 5 times as many pillars, 6 of which are double strength. Cave ins are fun.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Ruludos on September 09, 2015, 03:55:22 pm
This is it. This is the end.

I don't want to miss it.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Alfrodo on September 09, 2015, 04:08:56 pm
This is it. This is the end.

I don't want to miss it.

I have faith. Show the world what silentthunders is MADE OF. (Lots of rocks, dwarves, blood and lots, and lots of corpses.)
Title: Re: Ravens are murder. [SPOILERS]
Post by: TheFlame52 on September 09, 2015, 04:18:31 pm
If only 0.40 had a force siege command :'(
Title: Re: Ravens are murder. [SPOILERS]
Post by: Alfrodo on September 09, 2015, 05:02:13 pm
If only 0.40 had a force siege command :'(

Forcing siege would produce a small squad of unarmed incompetent humans, with one goblin with a copper sword. Not exciting.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Max™ on September 09, 2015, 05:17:12 pm
HOLY SHITBATS WHY WAS I NOT INFORMED LW WAS DROPPING THE BOMB?

All of you, I am so hurt and disappointed, I've got a mind to ignite the tiles you're standing on and set each and everyone one of your inventories on fire to teach you a lesson. That lesson probably being something about not standing near pyrokinetic nutjobs I suppose?

I'll be back though.

Oh, and a good siege in 40.24 involves stuff like this:
(http://i.imgur.com/YRiUBRp.png)

(http://i.imgur.com/RFwrJTx.png)
Plus one goblin with a copper sword.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Isngrim on September 09, 2015, 05:25:05 pm
The dust cloud reached 10zlvls high showing promise as a potent anti-flier weapon, something I hadn't considered before.

hmm... i may set up a "flak" mine network over my newest fortress.
Title: Re: Ravens are murder. [SPOILERS]
Post by: TheFlame52 on September 09, 2015, 05:35:58 pm
Have you ever seen that in fort mode though?
Title: Re: Ravens are murder. [SPOILERS]
Post by: Loud Whispers on September 09, 2015, 06:28:36 pm
Plus one goblin with a copper sword.
The chosen one

Spoiler (click to show/hide)
The SW Gatehouse pillars were detonated.
Spoiler (click to show/hide)
The axedwarves and their steeds were caught between two clouds of boiling rock, ensuring all of them were thrown around quite a bit. One man broke his hand and can no longer wield his greataxe, a horse snapped its lower spine in two and many humans are bruised and unconscious. I must say I had intended these pillars to kill undead and knock out enemies to make for easy killing; but should I survive this I have some ideas for improving the lethality of them. I did not anticipate a scenario where melee Dwarves would be incapable of reaching incapacitated foes.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Loud Whispers on September 09, 2015, 07:17:58 pm
There are 7 elite archers or crossbowmen taking devastating shots on my lines; Aco Bluntincenses's chestnut eyes just cost me Ingish Enolas, Fortress Jewelmaster. I think anyways, he seems fine enough. The Marksdwarves of the Dutiful Dyes have suffered some injury but will live, the Marksdwarves on the southern and eastern walls will withdraw to the courtyard. The Dwarves of the Crested Lenses and Barricaded Inches have rained hell on human and animal alike on the rampart approach. Three elite archers are nearby but have not yet marched to the rampart, they're safe for now.
I'm trying to lure as many soldiers into the ramparts as possible; there is a slight snag in that I forgot where I placed the levers to detonate the rampart pillars. When I find them though, there'll be hell for the poor soldiers.

More ominously, a horse called Worthlesscurled has come back from the dead with black eyes and bloody wounds, signs of what is soon to come.

*EDIT
I found someone's toe on my walls. I think the enemy threw it at my Dwarves.
*EDIT
Worthlesscurled killed a camel whose rider Isun Couragefortress was unconscious due to bolt wounds, two masterwork bolts pinning each leg to her camel. What happened next can only be described as the horse corpse... Grazing.
Title: Re: Ravens are murder. [SPOILERS]
Post by: TheFlame52 on September 09, 2015, 07:29:14 pm
Truly, the only thing worse than Silentthunders is what Silentthunders sits upon.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Loud Whispers on September 09, 2015, 07:43:47 pm
Truly, the only thing worse than Silentthunders is what Silentthunders sits upon.
It's one half supernatural disaster!

Also one hammerman was unfortunate enough to be shot in the nose, whilst Logem Metalpanthers had a rude reminder of the cobwebs in the Fortress after running into a Titan web on his way to lunch. A large contingent of swordsdwarves, hammerdwarves and axedwarves are arriving to bolster the humans that made it to the inner palisade (mostly) intact.

*EDIT
The Dwarves have attacked the Palisade.
Spoiler (click to show/hide)
More human contingents making their way up the yellow brass road gave the humans enough strength to make a run for the courtyard. The Dwarves took offense to this and pulled the levers.
Spoiler (click to show/hide)
The pikemen encamped in the corridor may have thought they were clever soldiers. By sitting in the hallway they were safe enough and could pretend to be useful by keeping the hallway open for their comrades. Their comrades wouldn't be able to complain that they hadn't risked their necks and their captains couldn't do anything to press them forwards since they were dead. And then with two thunderous booms, one after the other - the world went dark.
Spoiler (click to show/hide)
A pileup of bipeds and quadrupeds ensued, bones breaking and muscles bruising - neighs and camel spit shaking the air.
Spoiler (click to show/hide)
The architecture of the Fortress was both alive and vengeful, great blocks of masonry barreling through the human ranks.
Spoiler (click to show/hide)
As the dust settled and soldiers picked themselves up, dazed, slightly confused but breathing - the first Captains raised their terrible cries and charged. What few humans still conscious and still standing spurned their steeds onwards to meet the Dwarves' charge with their own, buying time for more squads to arrive and force the Dwarves out.
They fought in a vicious scrum, bolts flying overhead and both sides locked pell-mell into a dirty no-quarters battle for survival. Recruits as young as 13 had to remember their training and have faith in their brothers, sisters, mothers and fathers to help them back up when a horserider knocked them down and the pikeman's polearm loomed overhead. The first human defenders were vicious and tough, desperately trying to hold the line; the line was broken. Humans, horses and camels alike were slaughtered in their sleep or dazed waking stupor.
Spoiler (click to show/hide)
What few survivors remained uninjured from the blast and free from the melee tried to turn back and escape, but found themselves trapped after the brass gates closed.
Spoiler (click to show/hide)
The soldiers found that even their mounts conspired to kill them. With dead eyes they were crushed underfoot, under Dwarven weapons and undead hooves.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Camulus on September 09, 2015, 10:49:14 pm
Upon the death of loud whispers, humanity shall erect great statues blessed with mass sacrifices in honor of the great saga that has been created here.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Isngrim on September 09, 2015, 11:16:03 pm
Upon the death of loud whispers, humanity shall erect great statues blessed with mass sacrifices in honor of the great saga that has been created here.
The conquerors of Silentthunder would have no time for such victory celebrations, they would soon be holding back the vengeful forces of the Undead and relentless Demons.


Edit*
i seem to have gone a little over the top there...
Title: Re: Ravens are murder. [SPOILERS]
Post by: omega_dwarf on September 10, 2015, 12:48:39 am
Intense! Good to hear you have so many fallback plans. Guess you just decided to shake it up? :P

And thanks for the in-depth replies! (Although I guess you have some time, with the 1fps and all.) To visualize...is that literally the same as pausing and pressing the "." key once every second?

Godspeed to your dwarves in slaying the invaders, man. You've set up quite the challenge for them. If only their leader had stuck around to be caged...
Title: Re: Ravens are murder. [SPOILERS]
Post by: Max™ on September 10, 2015, 01:50:31 am
Have you ever seen that in fort mode though?
Does it count if I did a 4x1 embark between two lairs specifically for that sort of thing?
Spoiler (click to show/hide)

Also loved the poor bastard pinned to his camel and getting chewed on by an undead horse, turnabout or some such?
Title: Re: Ravens are murder. [SPOILERS]
Post by: Loud Whispers on September 10, 2015, 10:06:55 am
And thanks for the in-depth replies! (Although I guess you have some time, with the 1fps and all.) To visualize...is that literally the same as pausing and pressing the "." key once every second?
Pretty much

Spoiler (click to show/hide)
The fight lasted much longer than I thought it should have seeing just how much the odds were stacked against the humans, kudos definitely has to be given to Iguk Dukairum who was the last man fighting (but not the last man alive). Iguk was a spearmaster but unfortunately only had a well-decorated copper spear, it seems if someone had just done the courtesy of at least giving him an iron or bronze one he would've done more damage to the Dwarven lines than one Dwarf with a broken foot and another with a punctured hand. It was really quite something to see Iguk hold his own against increasing numbers of Dwarves; even after he was surprised from behind when a steel warhammer crushed his shield arm and broke his shoulder he continued to fight one handed. Eventually his limp arm even got severed off by an adamantine battle axe swing, I imagine that was Iguk throwing caution to the wind and using his own broken limb as a shield. Iguk would only go down after passing out from exhaustion (after days of constant fighting), taking a steel warhammer to the brain. There's been one confirmed Dwarven death and many other injured Dwarves (who I'm confident the doctors will patch up); this was a good fight, unfortunately we won't be able to play any more of these tricks.
Spoiler (click to show/hide)
The leftovers of the battle have woken up and disabled a third of the axe blades with their stupid bodies. On the bright side they should prove quite the speedbump to the enemy. Right now besides the Marksdwarves on the walls the rest of the soldiers have been given leave to rest, go to the hospital, eat, drink and be merry or miserable. There is a sharp generational gap in how much fun the Dwarves are having.
Of note is that I've spotted a squad of axemen led by a master lasher, and they're the only non-mounted humans I can see. They appear to be retreating whilst their comrades march on. Cracks might be appearing in their morale.

I've also figured out the solution to the corpse bomb problem! I can dump the corpses into the moose pit and unleash the moose pit upon the surface world. Although this will mean losing some valuable museum pieces I figured there's no point having a museum piece if everyone who could look at it is dead.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Max™ on September 10, 2015, 06:29:49 pm
NOW I KNOW WHY IT AMUSED ME FINDING A WEREMOOSE!

(http://i.imgur.com/NakPMHA.png)
Title: Re: Ravens are murder. [SPOILERS]
Post by: Loud Whispers on September 10, 2015, 06:58:29 pm
NOW I KNOW WHY IT AMUSED ME FINDING A WEREMOOSE!

(http://i.imgur.com/NakPMHA.png)
I wonder if the creature transforms into a smaller moose, or transforms into a larger moose relative to its size =- every full moon becoming a gigantic cosmic moose.

In other news I utterly detest mounted soldiers, they are far more resilient than they have any right to be. The Marksdwarves have had a field day harrying the enemy, using the gatehouses, the moose pit and the walls to strike at the riders even from the presumed safety of their camps.
Spoiler (click to show/hide)
So far all of these Dwarves have been running around the walls trading steel for silver with the humans, bolts and arrows flying around all over the place. Being deployed all at once in the same section before being redeployed all at once again has meant that the Marksdwarves have been able to relay punishing salvos and continuous fire on even the most determined humans and then move off to grab more bolts and inflict more damage on their assault.
Spoiler (click to show/hide)
There have been some close calls when the humans inevitably shot back.
Spoiler (click to show/hide)
Few human archers are of any quality compared to the highly-trained veterans of Silentthunders, and even the young ones are well-drilled marksdwarves.
Spoiler (click to show/hide)
Unfortunately a few human archers are capable enough. We've lost the Fort's greatest marksdwarf, though it is an admitted fact Urist Uvash was not quite as good a crossbowdwarf as back when he still had working eyes. Now only five of the starting seven remain, the seven friends dwindling with each passing conflict. A column of axemen and archers are unwittingly walking into the last pillar-bomb trap in the southgate and more and more corpses are filling the Moose Pit to the brim. Soon they will be allowed to eat.
Whilst looking for weapons to use against the humans, I also stumbled upon something I had left locked away in the stockpiles - forgotten, even by me. It was only after the death of Professor Cog Iden that I looked into his records. I like to imagine before Cog Iden died he highlighted the part where there was a gigantic 90,000 Urist heavy black bronze walking god of war that spewed deadly venomous clouds wherever it went was just waiting for a fight. There must still be 1400 to 1500 living hostiles running amok in Dwarven lands, unleashing this metal titan on them honours it a thousand times more than anything I could ever do with it otherwise. Ibruk the black bronze Titan versus Eslo's legion. Weighing in at 5 metric tons and walking around with the force of several great white sharks I expect good things to come of this.

Of interest is that Eslo appears to have also disappeared from the civilizations tab. Are the human lords deposing her?

*EDIT
Severed hands, arms and heads that have landed on my battlements have come back to life and are now attacking my Fortress from within. Most of them I can leave alone whilst the fight with humankind continues, but it won't hurt to send a dozen elite soldiers to keep important hallways clean.
*EDIT
Captain Sakzul Ragslaughter has been sent to the hospital before he passes out from pain due to the arrow sticking out of his leg.
*EDIT
*Bim Allyshields has been shot and killed.
*EDIT
*The Baron has taken three bronze arrows and is out of the fight, possibly going to die.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Camulus on September 10, 2015, 08:02:13 pm
At risk of sounding utterly cliched and I corny:

Sakzul Ragsluaghter: "I missed the carnage of the black bronze titan, because I took an arrow to the knee."

If the future can make supercomputers widely available to the lower dredges of humanity, I truly hope toady will hardcode battles such as these into the worlds we create.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Alfrodo on September 10, 2015, 08:11:28 pm
At risk of sounding utterly cliched and I corny:

Sakzul Ragsluaghter: "I missed the carnage of the black bronze titan, because I took an arrow to the knee."

If the future can make supercomputers widely available to the lower dredges of humanity, I truly hope toady will hardcode battles such as these into the worlds we create.

Modern Computers are more powerful than supercomputers back in 1990.  So. That's already happened.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Max™ on September 10, 2015, 08:19:54 pm
NOW I KNOW WHY IT AMUSED ME FINDING A WEREMOOSE!

Spoiler (click to show/hide)
I wonder if the creature transforms into a smaller moose, or transforms into a larger moose relative to its size =- every full moon becoming a gigantic cosmic moose.
I think it was just a regular sized weremoose sadly, didn't breathe fire anymore either, just amused me to bite a dragon and turn them into a weremoose.

Quote
In other news I utterly detest mounted soldiers, they are far more resilient than they have any right to be. The Marksdwarves have had a field day harrying the enemy, using the gatehouses, the moose pit and the walls to strike at the riders even from the presumed safety of their camps.
Spoiler (click to show/hide)
*The Baron has taken three bronze arrows and is out of the fight, possibly going to die.
Hmmm, you could use my names.lua to properly name the dorfs without nicknaming them... one sec.

Here, like this:
Spoiler (click to show/hide)
Title: Re: Ravens are murder. [SPOILERS]
Post by: omega_dwarf on September 11, 2015, 12:06:14 pm
*EDIT
Captain Sakzul Ragslaughter has been sent to the hospital before he passes out from pain due to the arrow sticking out of his leg.
*EDIT
*Bim Allyshields has been shot and killed.
*EDIT
*The Baron has taken three bronze arrows and is out of the fight, possibly going to die.

This just got to Lord of the Rings epicness. And I don't even mean the movies.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Amperzand on September 15, 2015, 02:48:08 pm
Seriously though, this is awesome. If it hasn't already been placed in the Hall of Legends, it must be.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Chevaleresse on September 24, 2015, 07:50:54 am
Any news?
Title: Re: Ravens are murder. [SPOILERS]
Post by: TheFlame52 on September 24, 2015, 07:00:49 pm
For like the fifth time, can I get a save? I think I might be able to find that necromancer.
Title: Re: Ravens are murder. [SPOILERS]
Post by: jaked122 on October 05, 2015, 10:18:49 pm
This is the best thing I've read in a long time. Sorry Alistair Reynolds, Heinlein, Asimov but you just can't compete with beautiful serendipity.
Title: Re: Ravens are murder. [SPOILERS]
Post by: miauw62 on October 06, 2015, 10:16:45 am
might want to try Red Mars, then :P

Not entirely sure if it's quite as good, though.
Title: Re: Ravens are murder. [SPOILERS]
Post by: tonnot98 on October 21, 2015, 10:24:34 am
Can't wait to see how the black bronze titan fares against thousands of people.
Title: Re: Ravens are murder. [SPOILERS]
Post by: omega_dwarf on October 22, 2015, 02:09:45 pm
But really, it's time to appease the grammar gods and fix the title of this thread: Ravens are *unkind (http://baltimorebirdclub.org/gnlist.html).
Title: Re: Ravens are murder. [SPOILERS]
Post by: Aslandus on October 22, 2015, 04:23:15 pm
But really, it's time to appease the grammar gods and fix the title of this thread: Ravens are *unkind (http://).
You seem to have linked nothing, what are you trying to refer to?
Title: Re: Ravens are murder. [SPOILERS]
Post by: Loam on October 22, 2015, 04:39:52 pm
A group of ravens is called an "unkindness." A group of crows is a murder.
Title: Re: Ravens are murder. [SPOILERS]
Post by: omega_dwarf on October 22, 2015, 07:12:00 pm
Whoopsies, was on phone. Will fix that link now.
Title: Re: Ravens are murder. [SPOILERS]
Post by: IcyTea31 on October 23, 2015, 09:55:20 am
A group of ravens is called an "unkindness." A group of crows is a murder.
I thought a group of ravens is a conspiracy?
Title: Re: Ravens are murder. [SPOILERS]
Post by: Loud Whispers on October 24, 2015, 05:36:08 pm
But really, it's time to appease the grammar gods and fix the title of this thread: Ravens are *unkind (http://baltimorebirdclub.org/gnlist.html).
The title is deliberate; otherwise it'd be an Unkindness of Ravens are murder

Spoiler (click to show/hide)
The bastard of an elite marksman the humans deployed to great success against the Dwarven Fortifications was taken down (though not killed). The arrival of another 40 marksmen and another elite marksman persuaded the Dwarves to retreat to the HQ; not before losing another Dwarf to boltfire. In the hospital injured Dwarves arrived one after the other; surgery waiting times were short, there were few other things the Dwarves could do besides patrol and maintain life.
Spoiler (click to show/hide)
In another personal defeat for me, Baron Muthkat did not survive his injuries. It is always grueling to lose your favourite Dwarf, and even worse when you can't spare the time to bury them. Poor Muthkat died in extreme pain with his spine severed and his best friend killed right after he had recovered from his wife's death. On the bright side, he was also happy to have died fighting, a worthy end. There is no time to mourn.

And at least the still-living Dwarves at least had the courtesy of walls and roofs, and a functioning hospital. When Captain Onul led the recovery teams to pick up wounded Dwarves, the humans had the option to retreat into the undead-infested Spidery Forest or remain out in the open field exposed to the harsh and supernatural elements.
Spoiler (click to show/hide)
Here a Maceman was being beaten to death by her comrade's severed arm with her own breastplate. Several mounted halberdiers and bowmen cut their way through the undead surrounding her and many others, carving a path through to let the wounded and defeated retreat.
Spoiler (click to show/hide)
Their efforts are valiant; they only narrowly avoid being overrun by their own fallen.
I have been somewhat saddened to see the humans and their own heroes suffer so gravely. Lacking no quick victory or defeat, this has very quickly turned into the nasty kind of siege warfare - the slow gradual infection creeping into your bloody wounds, as opposed to the greataxe falling through your neck.
Humans and camels pass out from pain, bolts sticking out from bloody limbs, limping around in and out of consciousness. Even in the heat of high summer the humans huddle beneath the occupied gatehouses, clustered around campfires to try and dry out the dwarf blood from every inch of their clothes. The smell of burning corpses only tantalizes both sides to the availability of food; the Dwarves have sown another season's round of berries and slaughtered many of the eagles, pigs and rutherers to make ends meet. One particularly poor human, Otir Flierracks - lies trapped beneath his own collapsed camel. The only other suviving member of his squad Quosa Nohuser stands guard over him with a silver pike in hand.
It will take a few months to clean the wall spikes, and possibly years to clear the battlefield. There are still at least over a thousand soldiers encamped, entrenched, fighting or dying beneath the limestone walls. If they continue their assault and refuse to retreat, the Dwarves will be forced to pull the lever.
Spoiler (click to show/hide)
The Moose Pit has slowly been filled to the brim with hundreds of corpses, the Dwarves are still hard at work to throw them down into the writhing meat mound.
Spoiler (click to show/hide)
The wriggling death, the corpse king of thousands - the moose pit is legion and titan.

Ibruk has also been released on the Eastern approach. The humans have taken one look at the black bronze colossus spewing forth venomous vapours and have decided it is preferable to go around the metal wargod. Of note is that whilst the other human squads have wisely decided to bypass Ibruk, one of the captains in the rearguard - Captain Ithru, he cannot see Ibruk and is leading his squadron into disaster.

...

Wait, no, sorry I was wrong. Ibruk has broken into the Fortress and Ithru is leading his squad after him into the Fortress. I have given the order to destroy the ramp and pray that is enough to keep Ibruk out - if he breaks through, the hospital will be lost, the stocks lost, the armoury lost and all the northern towers compromised. Two masterwork hatches and a door should hold him out for enough time. The caverns will be lost, which is not much of a problem since they're still infested with fire, fungus, titans and corpses. The 3rd level has some scaled crab titan corpse roaming around, I suspect it ate the other beasts. I may be condemning two plump helmet guests who were chained up as sentries outside to death - but the risk is too great; if they are noticed by Ibruk then so be it. Sadly I was convinced that Ibruk was going to end this war.
Title: Re: Ravens are murder. [SPOILERS]
Post by: NJW2000 on October 24, 2015, 06:05:11 pm
After the HFS bastion...

The megabeast entering the fort...


I know you did this to test Silentthunders, but you aren't going to test it to destruction, are you?
Title: Re: Ravens are murder. [SPOILERS]
Post by: Aslandus on October 24, 2015, 06:57:00 pm
Fighting to the end, here's hoping the titan doesn't get in too fast and lead the human armies behind him, otherwise the human empire may have a new leader and the dwarves one less fortress...
Title: Re: Ravens are murder. [SPOILERS]
Post by: Loud Whispers on October 24, 2015, 07:24:16 pm
The Fortress is very compartmentalized, just about everything has some way of shutting everything down. This was one notable exception as the defences there had not been tested to account for all possibilities and I released the Titan from within the tunnel (bypassing the main defences) but it has been sealed to a serviceable extent. Not the first time some great big immortal warlord has been sealed away in (or outside) the Fortress, I'm sure I could find a way to trap Ibruk eventually, or perhaps just let him live in the corridor. I consider Ibruk a problem for the future.
Spoiler (click to show/hide)
In the present state the humans are launching a massive attack. The time approaches; this is the main strength of human forces - if it is broken, their will must surely also fail.

I have also realized that there is a massive single point of failure, where losing the HQ could cause Dwarves to be permanently trapped in areas of the Fort or fail to seal off areas of the Fort in time. Not much can be done about that now, now is the time to watch the human host crash upon the ramparts!
Title: Re: Ravens are murder. [SPOILERS]
Post by: omega_dwarf on October 25, 2015, 09:50:49 am
Yeah, I don't actually have a quarrel with the title. Was just giving the thread a friendly bump. Awesome updates! Crazy, crazy stuff going on in Silentthunders.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Whisperling on October 25, 2015, 12:47:31 pm
PTW
Title: Re: Ravens are murder. [SPOILERS]
Post by: TheFlame52 on October 25, 2015, 01:41:46 pm
Awesome.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Loud Whispers on October 26, 2015, 07:15:59 pm
I have somewhat lost track of what is going on. Firesmoke raises from the Western moat, a mixture of campfires out of control and severed limbs burning in the ditch. On the court wall the Dwarves successfully repulsed all the reanimated limbs that had broken through the fortifications, though the rampart top remains lost (as does the rampart), writhing arms and heads inseparable from their perches. On the brook and western approach there is only carnage and gristle, dead horses dragging their intestines along the ground as they chase after camels and comrades with unnatural hunger, mangled limbs grasping after fallen masters - and human soldiers fleeing this way and that on panicked steeds whilst others try to defend their fellows and others try to hold the line. The south was thrown into absolute chaos after a retreating column crashed into the advancing mass, sending the army into disarray. In the moose pit, Ayanyu the undying worm crashes against the gate waiting to be unleashed upon the overworld. Behind the shelled flatworm undulates the unending limits of the undead army the Dwarves have been collecting for so long now. Victory seems at hand, only in a matter of time and at what cost. In the Western gatehouse I saw one fleeing maceman kicked by an undead horse by his head so far he flew three meters before collapsing, dead. Another rider was thrown from his horse after his steed was impaled upon a great menacing copper spike - the rider fought on foot thereon but the horse was descended upon by the undead. Another human captain likewise was flung even further and had his spine severed from the fall, at which point his squad broke heart and some fled the gatehouse. Currently the hero hammer Lord Onmo Drinktunneled leads a renewed assault upon the gatehouse and is clearing a path to the axemen and macemen trapped in the north. Met with this inspired assault I have felt a slight pang of mercy and decided against sending the marksdwarves to the wall; the humans will have as much time to save the survivors up north as it takes for Ayanyu the undying worm to herald the end. And then... Well, I'm not sure what happens next.
Title: Re: Ravens are murder. [SPOILERS]
Post by: MarcAFK on October 26, 2015, 07:28:47 pm
PTW, LW you magnificent bastard.
Title: Re: Ravens are murder. [SPOILERS]
Post by: omega_dwarf on October 26, 2015, 07:39:01 pm
Flood the world with magma, of course.

Unless...this is 0.34, isn't it?

Yeah, you're basically done after this siege ends, unless there's something brilliant up your sleeve! (Which I wouldn't doubt.)
Title: Re: Ravens are murder. [SPOILERS]
Post by: TheFlame52 on October 26, 2015, 07:54:19 pm
Epic. In the traditional sense.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Camulus on October 27, 2015, 02:23:52 am
After the fort falls, you should write a bloody novel(s).

From yer embark to the final stand of the last dwarve, pages of utter chaos topped with undead ravens, demon hunting in the depths of hell and a great siege that the gods would feel envious of.

Title: Re: Ravens are murder. [SPOILERS]
Post by: spazyak on October 28, 2015, 08:06:48 pm
dear.....amok.....just read through all this. What started with weaponized undead ravens and weaponized undead processing plant has...turned into a LOTR worthy siege.
as the men through themselves hopelessly against the walls only to be pushed back, trapped, and cut down. So they settle down and trap you, slowly working out weaknesses as you work your plans and gather up the force of undeath to take them out in a blood bowl that shall leave one enemy replaced with one significantly weaker but in greater numbers.
And how the humans struggle on in pain and in misery as their own comrade's corpses and organs come back to haunt them! May this story ring in the halls of Amok for time to come.
Title: Re: Ravens are murder. [SPOILERS]
Post by: TheFlame52 on October 29, 2015, 01:55:45 pm
You should call your next for Sunderthunders. I got it as an artifact name and thought of Silentthunders.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Loud Whispers on November 14, 2015, 07:50:54 pm
Spoiler (click to show/hide)
The Dwarves have been toiling to fortify the dining Fortress in anticipation of a very long siege without access to the overworld, the foodsmiths working endlessly to prepare preserved meals to boost food stocks. Some of the war eagles on the rooftops were shot by humans, nothing is getting out. The humans and Dwarves however did not fight, an informal truce having broken out, bound by the walls of Silentthunders and the unnatural influence of the dwarf blood skies.
Spoiler (click to show/hide)
The humans were corralled in the south side quarter, the bridges raised and the magma incendiary. The advancing humans were halted and the retreating ones joined their advancing column, morale having been restored and wild mounts tamed. The Dwarves only needed to keep the humans there long enough to pull the lever. When the Dwarves finally got round to it, they were in for a surprise intervention from Sazir Razorbelts.
Spoiler (click to show/hide)
Well, Sazir Razorbelts as usual was an unknown presence. In lieu of Sazir Fucking Razorbelts's ostensible appearance his dead army of skinless elf corpses attacked, surrounding the humans. I believe it was the human pikeman, Copnut Skydrinker - ah yes, good name for a hero. Copnut Skydrinker was the last soldier from the human vanguard to go down. The unseemly arrival of so many elven buffeteers of human flesh tipped the scale of battle against Copnut Skydrinker.
Spoiler (click to show/hide)
Copnut Skydrinker died on the brass road outnumbered 30 to 1, poking and lopping off limbs this way and that with his pike till the end. Looking through the battle in closer detail reveals that there are still four humans alive, all mounted on their steeds and darting through the undead with excellent horsemanship. I hope the likes of Timik Calmbattles and Are Moppedquake are quick to flee home.
Spoiler (click to show/hide)
The main human host set upon the cadaverous host with martial efficiency, it truly made me glad to know that all those Elves trampled underhoof were not Dwarven soldiers. I was not concerned for their brief success, for Sazir had allowed the Dwarves enough time to pull the lever.

Spoiler (click to show/hide)

AND SO OPEN THE FLOODGATES OF HELL AND UNLEASH LEGION UPON THE WORLD, AYANYU THE WORLD EATING CORPSE WORM - SQUEAL YOUR FETID ROAR AND REVEAL YOUR BRUTAL STRENGTH TO THE MORTAL HUMAN WORLD! THE GRASPING ARMS, BEAKS AND TEETH OF SO MANY FLESH BEASTS AND BONE MONSTERS IS RELEASED FROM THEIR CONFINES TO TEAR INTO THE RANKS OF HUMANKIND.



*Technically speaking, no actual floodgates were used nor was a new passage to hell opened. The floodgates were bridges and hell is a corpse bomb on solid ground.

Spoiler: Replies (click to show/hide)
Title: Re: Ravens are murder. [SPOILERS]
Post by: omega_dwarf on November 14, 2015, 08:00:02 pm
O.O

I've run out of ways to congratulate you on the epicness of your endeavors.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Aslandus on November 14, 2015, 08:13:04 pm
It's happening!
Title: Re: Ravens are murder. [SPOILERS]
Post by: Amperzand on November 14, 2015, 09:07:21 pm
Hot damn that's a lot of zombies. You've got a right Trenchbeast there.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Dozebôm Lolumzalìs on November 14, 2015, 09:41:35 pm
What.

Just what.

You are the best.

(Also, is there something about fortresses with names containing "thunder"? It seems that they're usually very awesome.)

(Also also, required plea for save. Save pls it's too awesome to not give the save etc etc)
Title: Re: Ravens are murder. [SPOILERS]
Post by: spazyak on November 14, 2015, 10:27:13 pm
So much blood, and bodies, and people. Truly this smells like a dwarven fort
Title: Re: Ravens are murder. [SPOILERS]
Post by: TheFlame52 on November 15, 2015, 02:53:07 pm
Some excellent mood-setting at the end there! PS I will check out Swordthunders.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Pseudo on November 22, 2015, 07:25:31 pm
It's too bad that units can't invade from your fort...

I can just imagine a flood of daemons devouring everything until you're the only thing left alive...
Title: Re: Ravens are murder. [SPOILERS]
Post by: Amperzand on November 22, 2015, 08:15:54 pm
It'd actually be pretty neat if demons would go marauding if you gave them a path.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Aslandus on November 22, 2015, 11:18:19 pm
It'd actually be pretty neat if demons would go marauding if you gave them a path.
Then demons invade your future forts from the surface if you leave an open path to hell when the fortress gets abandoned...
Title: Re: Ravens are murder. [SPOILERS]
Post by: TheBiggerFish on November 22, 2015, 11:18:56 pm
Well yeah?
Title: Re: Ravens are murder. [SPOILERS]
Post by: SeriousConcentrate on November 23, 2015, 02:06:29 am
I just binged this whole thread. LW you really are an excellent writer. PTW; I have to see how this ends.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Pseudo on November 23, 2015, 12:17:17 pm
It'd actually be pretty neat if demons would go marauding if you gave them a path.
Then demons invade your future forts from the surface if you leave an open path to hell when the fortress gets abandoned...
I fail to see an issue with this.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Amperzand on November 23, 2015, 02:24:01 pm
It'd actually be pretty neat if demons would go marauding if you gave them a path.
Then demons invade your future forts from the surface if you leave an open path to hell when the fortress gets abandoned...
I fail to see an issue with this.
Right?
Title: Re: Ravens are murder. [SPOILERS]
Post by: TheFlame52 on November 23, 2015, 02:36:56 pm
And that's why I added demons as a civilization to Blood for Armok.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Insert_Gnome_Here on November 26, 2015, 05:10:49 pm
IIRC, Demons tend to stray a little way from your fort after abandonment. (Not sure whether that was DF 2012.) I remember my adventurer being ambushed by demons near the ruins.
Title: Re: Ravens are murder. [SPOILERS]
Post by: 90908 on December 06, 2015, 04:05:04 pm
Holy Mother of Armok, what is this. How. Why? Have we sinned? Is the blood of Dwarf and Man on OUR hands? What possible sins could we have committed to bring this upon us?
Title: Re: Ravens are murder. [SPOILERS]
Post by: Dozebôm Lolumzalìs on December 06, 2015, 04:53:56 pm
What is THIS? No seriously, what are you talking about?
Title: Re: Ravens are murder. [SPOILERS]
Post by: 90908 on December 06, 2015, 06:06:47 pm
What is THIS? No seriously, what are you talking about?
Silentthunders as a whole. Perhaps this entire world gen. Perhaps Dwarf Fortress itself. All I know is, some eldritch abomination is pissed and it would appear to enjoy harming human beings via digital demons and humanity. Oh, and Ravens. Don't forget the Raven.
Title: Re: Ravens are murder. [SPOILERS]
Post by: TheFlame52 on December 17, 2015, 02:35:36 pm
I've got a challenge for you, Whispers.

When v0.42 is fully stable and DFhack is updated and we have all our favorite toys and whatnot,

Can you make New Silentthunders before I can make New Bastiongate?
Title: Re: Ravens are murder. [SPOILERS]
Post by: Ysyua on December 17, 2015, 08:05:29 pm
I've got a challenge for you, Whispers.

When v0.42 is fully stable and DFhack is updated and we have all our favorite toys and whatnot,

Can you make New Silentthunders before I can make New Bastiongate?

Challenge: Get zombie-demon ravens drunk at your taverns.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Zac on January 04, 2016, 05:50:37 am
Sazir is innocent !

I think it's the Titan who is responsible for the migrants situation. I'm playing in v42.04 here so it could be completely unrelated, but since I trapped a Titan in my own fortress I did not received any migrants even though the fortress is only three years old and far from the pop cap. Sieges, liaisons, merchants, visitors and thieves are still coming but not the migrants.

Kill that thing and it could break the curse of Silentthunders, and it's not like death gonna stop the Titan anyway.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Loud Whispers on January 06, 2016, 07:24:22 pm
Sazir is innocent !
I think it's the Titan who is responsible for the migrants situation. I'm playing in v42.04 here so it could be completely unrelated, but since I trapped a Titan in my own fortress I did not received any migrants even though the fortress is only three years old and far from the pop cap. Sieges, liaisons, merchants, visitors and thieves are still coming but not the migrants.
Kill that thing and it could break the curse of Silentthunders, and it's not like death gonna stop the Titan anyway.
The whole mess started after the necro siege, not a titan attack, I'll get to killing the Titan anyways though to see if it works. Once the whole mess above ground has been cleaned up. If it can be cleaned up.

I've got a challenge for you, Whispers.
When v0.42 is fully stable and DFhack is updated and we have all our favorite toys and whatnot,
Can you make New Silentthunders before I can make New Bastiongate?
That is a challenge I would lose very quickly xD
Once new DF is fully stable I plan on building a prison fort

Holy Mother of Armok, what is this. How. Why? Have we sinned? Is the blood of Dwarf and Man on OUR hands? What possible sins could we have committed to bring this upon us?
There was no one to stop us
Title: Re: Ravens are murder. [SPOILERS]
Post by: Shûl-nak on January 06, 2016, 07:27:32 pm
Holy Mother of Armok, what is this. How. Why? Have we sinned? Is the blood of Dwarf and Man on OUR hands? What possible sins could we have committed to bring this upon us?

It was inevitable.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Amperzand on January 06, 2016, 07:27:51 pm
Heck yeah, LW activity!
Title: Re: Ravens are murder. [SPOILERS]
Post by: TheBiggerFish on January 06, 2016, 07:29:03 pm
Heck yeah, LW activity!
+7!
Title: Re: Ravens are murder. [SPOILERS]
Post by: 90908 on January 06, 2016, 09:32:03 pm
Holy Mother of Armok, what is this. How. Why? Have we sinned? Is the blood of Dwarf and Man on OUR hands? What possible sins could we have committed to bring this upon us?

It was inevitable.
It was terrifying.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Dozebôm Lolumzalìs on January 06, 2016, 09:51:53 pm
It IS terrifying.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Loud Whispers on February 11, 2016, 10:05:35 am
The war has been going on with no end in sight. There were also some slight miscalculations in how things would turn out.
Spoiler (click to show/hide)
The humans rallied around themselves and their archers let loose great volleys, where I had expected some grim last stand by the humans they just fired a rain of arrows like upon the undead, wiping them out categorically. They set up camp there in the safety of numbers, and I can't blame them as any stragglers up north have suffered terrible fates. One can only wander the spidery forest for so long before they grow tired and collapse from exhaustion, and the undead have the patience of death.
Spoiler (click to show/hide)
I think the surviving humans are even becoming veterans of this terrible war, should they ever return home, they will be a fearsome foe to their enemies!

Spoiler (click to show/hide)
With all the undead trying to pick off the great human army getting pincushioned until they run out of ammunition, the undead seem to have taken it upon themselves to try and and break open Silentthunders to get the tasty morsels lying within. I would not pay them much credit had the great corpse worm not led this assault, and it is currently burrowing its way through my doors. It shall be a while as there are a lot of doors, a few of the Fort's man traps are still active (though mostly all jammed by body parts, disturbingly with some of those still writhing) and the garrison are working overtime. I still have Dwarves patrolling the rooftop clearing undead body parts that got lodged in the Fortifications and the Marksdwarves have been continually firing bolts into the undead flows and it has slowed them down, but has not made any noticeable dents.

Spoiler (click to show/hide)
They just keep on going, forever and onwards, onwards to my Fort. I believe they may have been chasing a live camel into my Fort, and amazingly there are still humans who survived the first assault desperately trying to stay alive and escape the forest of blood rain.

Spoiler (click to show/hide)
Oh and this horrible crystal warmachine attacked the rampway. He made it to the approach before his head was locked in the mandibles of some great corpse beast, and then another great corpse beast attacked. As the battle rages on above, so it rages on below.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Dozebôm Lolumzalìs on February 11, 2016, 11:37:24 am
The pics are broken :(
Title: Re: Ravens are murder. [SPOILERS]
Post by: Rolan7 on February 11, 2016, 12:05:42 pm
Strange, they're working for me.
Title: Re: Ravens are murder. [SPOILERS]
Post by: khearn on February 11, 2016, 01:05:21 pm
The pics in the post work for me, but LW's avatar pic is broken. Or at least the one that tried to display when I last loaded the thread.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Dozebôm Lolumzalìs on February 11, 2016, 01:16:19 pm
When I reload the page, his avatar appears for a moment (the one from the main page, going through the adventurer and elephants and magma and dragons...) -

AND THEN DISAPPEAR

MY HEAD ASPLODE

Either my computer is wonky, or SOMETHING HATES LOUD WHISPERS.
Title: Re: Ravens are murder. [SPOILERS]
Post by: khearn on February 11, 2016, 01:36:07 pm
If I recall correctly, LW uses some service that gives a different pic every time it is loaded (or a random pic from a set of them). I suspect that service isn't working correctly.
Title: Re: Ravens are murder. [SPOILERS]
Post by: TheFlame52 on February 11, 2016, 02:44:46 pm
LW, this is amazing. I should update Bastiongate.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Amperzand on February 11, 2016, 03:18:24 pm
This entire fort is made of win.
Title: Re: Ravens are murder. [SPOILERS]
Post by: NW_Kohaku on April 01, 2016, 02:48:36 am
Loud Whispers,
Did you ever know that you're my hero?
Your fort is everything mine wishes it could be.
I could fly higher than an escaping war eagle.
You are the wind beneath my undead raven wings.

I just finally read through this whole thread all over again.

Let me just say this:
Silentthunders must survive. 

Do not have "one last epic stand".  If the gates fall, pull the lever to isolate the whole fortress, and dig to one of the caverns to try to start a new farm. Let the quarry gates open, and let the FBs reign free above.

Silentthuders must survive for the natural lifespan of a dwarf.  Silentthunders must win.  When version 1.00 comes out, I would like to see Silentthunders still hypothetically playable.

Also, in terms of tactics, it would have been much better to have simply ignored the South encampment until it started moving up to the courtyard before throwing the lever to let the zombies free, pinning the humans between the zombies and your own forces... Why not just temporarily raise a drawbridge, though?  I'm sure when the bridge is up, the zombies will turn around and look South for food...
Title: Re: Ravens are murder. [SPOILERS]
Post by: Loud Whispers on June 23, 2016, 04:44:10 pm
@NW_Kohaku, that is grade A cheese  :P
(but thanks anyways)

Also, in terms of tactics, it would have been much better to have simply ignored the South encampment until it started moving up to the courtyard before throwing the lever to let the zombies free, pinning the humans between the zombies and your own forces... Why not just temporarily raise a drawbridge, though?  I'm sure when the bridge is up, the zombies will turn around and look South for food...
That could've been brutal, but I believe at the time I had issues with getting the corpses all thrown in the moose pit and the Dwarves throwing the lever at the right time (humans were not taking the bait, probably suspecting an obvious trap).

Spoiler (click to show/hide)
The undead herd finished devouring the last scattered cavalry and camelry trapped north and focused their attention south. For months the encampment dealt with the undead attacks, keeping them far away from the perimeter with well-placed arrow shots, but the undead just kept attacking. Several hundred humans and their cavalry began retreating in an orderly fashion, carving a path out via the southern gate. I noticed one crossbowman holding back the entire horde by themself quite heroically - Aspa Shadowseed. Aspa fired off bolt after bolt into the undead because at some point in the assault, his mount had bolted off and something ate his foot. Still he moved on, dragging himself away towards the gate, and he continued fighting even long after he ceased having working limbs. Aspa single handedly bought them many days.

The army set up a new camp in the southeastern quarter, at which point things began to die down (though the dead did not remain dead), with the human rearguard keeping the southern gate occupied and clear of undead. A series of months passed in which only skirmishes occurred, as the Dwarves focused on fixing the recovered wounded.
Arduous work, the medical Dwarves and Architect Kogan in particular (who had few buildings to design and plenty of spare time as a result of the war) set about fixing broken Dwarves. Only one Dwarf died, having perished of thirst, the rest having made full recoveries.
At the brass palisade the dead littering the streets began to raise.
Spoiler (click to show/hide)
Seen above - the horde descends upon a poor horse, desperately trying to escape the many hundreds of grasping teeth chasing its heels. The piled dead and littered war detritus awakens with bloody vengeance, only the smallest and most damaged of limblets and corpses escaping this curse - the dwarf scurrying on through to the farms no doubt appreciative of the blessed stone keeping them out. The horse is not so fortunate, with nowhere left to run. There are only corpses in its future.
Spoiler (click to show/hide)
Pictured here is a human warrior. She was safe in the southeastern camp patrolling near the gatehouse when elf corpses and raven corpses drove her horse away from the human camp. To my surprise the humans still had war lions and war mosquitoes which fell upon the undead in hungry league with the great army, driving them off with minimal casualties. Yet for this poor halberdier, Sporro her name was - her horse was driven far into the southwest into the spidery forest's evil grasp. The wild horse was tired and crazed, and its eyes tried blinking out the falling dwarven blood snow. Sporro had her cloak wrapped around herself and her fingers frozen on her axe, and as she realized she was very alone, with death itself surrounding her - she shivered.

A lunging camel galloped towards her at full trot, using every muscle with total disregard for self-preservation, those terrifying toes clanking on the metal of the rarely-used brass road, clanking through the crunching slush of the blood snow. With a swoop of its neck it tried to grab Sporro, but she deftly dodged its swipe and opened its belly with her halberd, spilling its rotten guts onto the ground. This seemed to have stayed the camel beast for the time until even dead things undied, but with dread Sporro realized her horse was not stirring - for her horse had died.

I expected Sporro to perish not soon after, but to my surprise Sporro dodged and weaved through the masses with expert dexterity, against monstrous beings that could snap her in two if they managed to grab a hold of her. Sporro was no champion, no great warrior or lord of war. Sporro was just some guard who got sent to fight a war against reclusive alcoholics. One Dwarf family pause their lunch to watch Sporro through stone windows, fighting her way to victory.

Spoiler (click to show/hide)
Unfortunately, fighting in the wrong direction. The masses of bodies pressed further and further, restricting even this most resourceful survivor's movements.
Spoiler (click to show/hide)

Sporro would finally go down after attacking an undead horse, I like to think that perhaps this was the horse she rode into battle. Operating off of the few reflexes its decaying nerves could still carry out, the horse kicked her in the face, killing her instantly. Her corpse walks again, with a broken face.
Thus ends the brief legend of Sporro.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Fleeting Frames on June 23, 2016, 06:03:32 pm
At first glance I thought the floor was lava.

Then I remembered.

And I once again rekindle my yearning for anti-army aviary. An undead biological superweapon, a way to make use of flying tag for your own ends, weaponizing the rocs....

There are no worthy targets, as you show. Still, even if it may be impractical overkill, it is beautiful.....And capable of reaching every square on every z-level to destroy targets, even flying ones, that would otherwise require substantial constructions to funnel.

Not that Silentthunders lacks in massive constructions, granted.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Melting Sky on June 26, 2016, 02:15:49 am
A sea of blood and corpses the likes of which few fortresses have ever seen.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Potato9999 on June 28, 2016, 02:57:01 pm
If you manage to win this siege then you should seriously consider giving a colonization of the HFS another go
Title: Re: Ravens are murder. [SPOILERS]
Post by: 90908 on October 03, 2016, 08:46:26 am
EYYYYY.

Loud, my boy, are you still discovering the wonders of humanity?
Title: Re: Ravens are murder. [SPOILERS]
Post by: Loud Whispers on November 01, 2016, 07:58:47 pm
Loud, my boy, are you still discovering the wonders of humanity?
Apologies for the lack of updates, I don't post anything if nothing in particular is happening, otherwise there's no point. To answer the question, it appears the human assault is over, though the discoveries have not yet ended.



An end of sorts did arrive in time slowly, though only the end of the human siege crawled to some closure.
The eternal siege of the Lord of Life and War, the aptly named Sazir Razorbelts, remained in its usual state of unconquerable blockade. Even with the retreat of the hÜmans, the undead still remained, forever isolating the Fortress from the outer civilizations.

I felt some pity for the humans. Their number was vast but the Dwarves had worn them thin whilst the undead broke their skin, there was only so much they could do against months and months of never-ending warfare against the undead, some of whom they may have known in life. Knights galloping forth with their faithful war lions, surrounded by their pikemen and rangers into the Dwarf Fortress, returned out as idiot corpses seeking to return death to their former family. Thus ended the western vanguard.

The northern divisions were led by highly determined officers leading highly determined cavalry and camelry, by the standards of the already courageous western vanguard that foolishly entered an area they knew was heavily trapped and fortified. They got so far, enduring crossbowfire, explosive charges and Dwarven counter-attacks with sheer force of will. Their fortune would run out when they were attacked by a surprise assault of undead elf corpses, that had somehow managed to surround them through the machinations of Sazir Razorbelts. The survivors would go down fighting the war god Ibruk, the black bronze titan of venomous syndromes that treated them like iron, hammered between his hands into shapes he more enjoyed. The beleaguered humans managed to against all odds defeat Ibruk, chipping away at its legs with mighty cavalry charges until it fell, magma consuming it in the end. The northern divisions would no longer pose any threat. The undead consumed the leftovers.

The aerial corps of giant mosquito riders was immediately killed with extreme prejudice by marksdwarves.

The eastern assault was met with better results, with the worst occurrences being vast swathes captured or severely maimed by repeating spike traps designed to injure, not kill. After all the traps were jammed or disabled the many, many survivors managed to join their forces with the southern host, and scored a major victory by forcing the marksdwarves from the walls through excellent marksmanship.

This massive host of soldiers killed the most Dwarves, but steadily found itself pushed further and further south, further and further east, past the gatehouse and across the magma moat. From this fortified position they held their ground and set up camp, determining that if they were not to conquer the Fortress by assault, they would conquer it by siege.
By day the surviving army wrapped themselves in their cloaks to shiver out the excesses of Winter around their campfires, by night the campfires would be their guiding beacons around which human life persisted, ever wary of the undead that would enter view with increasing frequency to take a bite out of those too weak to stand.

By summer all would melt and the skies would pour down dwarven blood, into their clothes, soaking them with gore, the taste of strong iron on their tongues and in their noses, inside the linings of their lungs. With breathing difficult and the mosquitoes arriving for the feast, it is not worth considering what horror of a beast an undead mosquito is - life itself was growing evil, the humans were suffering for it. So many human heroes were made and unmade in the same week that the stone masons had trouble recording all their names on so many gravestones. The final life for these humans was to see after years of near-constant warfare, those who were injured were left behind to fend for themelves with a handful of confused volunteers, whilst all of the humans who still had horses and camels rode away in retreat back to the safety of home.

The Dwarves began emerging from within the Fortress when an auspicious sign had been observed. A wild eagle flew high above in the skies, something that had never been seen for most of the Fortress - having only been born in a time when they knew of domesticated eagles, and only domesticated eagles.
Spoiler (click to show/hide)
The wild eagle, tired of its awe-inspiring flight, sought to find a safe perch on Silentthunders' walls. It did not see the disguised wall spikes, and thus was terminated. The spikes intended to keep undead ravens from using the walls as a roost worked indiscriminately against the wild fliers. If the Elves still visited, they would no doubt be aghast. More significantly the appearance of a flier that had not been shot down and eaten by the humans or Dwarves was proof that the world was no longer in total contest, only moderate struggle.

The surviving humans formed isolated bands of human villages, each huddle appearing on the periphery of Silenthunders out on the edges of the Spidery Forest. They were almost too small for the undead to notice and of no especial threat to the Dwarves, but with the signal of the eagle it was time to evict them dwarvenly (better an adamantine axe than an undead jaw to deliver death to the remaining). There mustn't have been more than 60 of them in total, yet they still fought bitterly for some unknown reason. A will to live? Vengeance? Survival instincts? I know not, only noting that one last human archer had apparently been saving his arrows for the Dwarves, for he managed to take down a few more before being hacked to death.
Spoiler (click to show/hide)
All this commotion was of course noticed. The undead that were held in check by the human forces began spilling through, the Dwarves summoned a force of 60 soldiers to deal with the incursion in the most efficient manner possible, by drawing them into the lands where the dead stayed dead.

Spoiler (click to show/hide)
The Dwarves had a very long cleanup operation to conduct. The youngest soldier on duty in the frontlines was R. Logem Wheelscale Bimbidok, at age 13. The youngest soldier who was content with being on duty in the frontlines was R. Ral Dyecombed Ralidos, at age 15.
Ral found the most annoying thing about being outside was the sun, and took any solace she could find in hacking apart dead things. Hundreds upon hundreds of fallen warriors and their mounts, the immeasurable offal of the moose pit upturned on the world, it is somewhat amusing to note that characters with their entrails spilled on the ground leave little tildes trailing behind them.
~~Ü

The new recruits handled their task amicably, though the old guard still outperformed them in every regard. There were some additional casualties which were felt painfully, though all injured were recovered and only one died in hospital. Special commendation was given to Captain Ber Tiger L. T. who complained of minor injuries, "minor" being his leg and hand broken, two of his fingers smashed open, whilst he was already on crutches due to a slight medical condition where his foot was eaten by a titanic spider.
Title: Re: Ravens are murder. [SPOILERS]
Post by: spazyak on November 01, 2016, 08:21:35 pm
Truly a new dawn of a nw age of a new something
Title: Re: Ravens are murder. [SPOILERS]
Post by: Fleeting Frames on November 02, 2016, 03:18:16 am
Ah, 40.24 zombies. Even the greatest sieges fall. Surprised you try to memorialise them - using a macro of some sort for that, I hope?

This fort has gone past "we have enough blood" and "it's time stop with the blood" to "we've clearly gone past time to stop, but lets keep going and see what happens".

With the humans broken, how's the FPS?
Title: Re: Ravens are murder. [SPOILERS]
Post by: Dorsidwarf on November 02, 2016, 06:10:21 am
Loud whispers once again proving his supreme mastery of assymetric warfare. 1500-man siege, in aghast.
Title: Re: Ravens are murder. [SPOILERS]
Post by: TheFlame52 on November 03, 2016, 12:10:10 pm
I know say this every time but AWESOME
Title: Re: Ravens are murder. [SPOILERS]
Post by: Amperzand on November 03, 2016, 02:24:35 pm
Heck yeah!
Title: Re: Ravens are murder. [SPOILERS]
Post by: Khan Boyzitbig on November 03, 2016, 03:16:52 pm
Blood everywhere corpses strewn all over and still this fortress holds. Truly a monument to all of dwarfkind.
Title: Re: Ravens are murder. [SPOILERS]
Post by: TheFlame52 on December 01, 2016, 04:30:28 pm
I hate to bump this topic without an update from LW, but was Silentthunders a randomly generated name or did you choose it?
Title: Re: Ravens are murder. [SPOILERS]
Post by: Loud Whispers on December 03, 2016, 08:39:11 pm
Spoiler (click to show/hide)
Cleanup went rather well. One exception was to the brass tower, which had become thoroughly infested with titan corpses. They all clambered around seeking to destroy the artifact door velasiz atop the tower but otherwise caused no harm to the Dwarves scurrying below, serving as a fine protective lure keeping the Fortress safe from the dreadful slabs of meat and bone rotting above.

Spoiler (click to show/hide)
Cleanup would be an ongoing process, one that would take much time and many Dorfs.

The Werecat attacked my Dwarves amidst the great cleanup. They carried their weapons with their persons, but due to reorganization of the squads (casualties and such made scheduling rather awkward without structural changes), were mostly unarmoured. Some had left their armour below, some had left them scattered around the battlefield, and there was not a Dwarf who could outrun the werecat.
The first was bitten in the arm, fortunately she fell into the lava and was incinerated. The second was bitten in the skull, fortunately he was mauled to death before the military arrived. The third was of the starting seven - poor Unib, fortunately Unib died of blood loss. Two military squadrons arrived in time to stop further casualties, crossbows firing and axes swinging.
Spoiler (click to show/hide)
And the catperson turned into a snake. She was hacked apart and the Dwarves who could be recovered, buried. More dead to the list :/

I hate to bump this topic without an update from LW, but was Silentthunders a randomly generated name or did you choose it?
Randomly generated, I spammed the random name though

Ah, 40.24 zombies. Even the greatest sieges fall. Surprised you try to memorialise them - using a macro of some sort for that, I hope?
Nope, though I may avoid memorializing all enemies due to FPS reasons

With the humans broken, how's the FPS?
Abominable at 2-3
Title: Re: Ravens are murder. [SPOILERS]
Post by: Fleeting Frames on December 04, 2016, 12:17:15 am
- Sounds like the brass tower is rather useful.

- Hm, what the logic with names? Brief searches for "names" and "werecivet" and "logic" reveals using "Shukar" for large dwarves, but not why "Shukar". W.C. for Were-civet is obvious, but there aren't numbers anymore.

- Kudos on continuing past the point where I'd have considered the fortress hopelessly lost.

- And heh on being attacked by Orochimaru. Well, not really, but snakepersons are unusual.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Loud Whispers on December 05, 2016, 07:44:46 pm
- Sounds like the brass tower is rather useful.
The modern art has turned into an apocalypse magnet

- Hm, what the logic with names? Brief searches for "names" and "werecivet" and "logic" reveals using "Shukar" for large dwarves, but not why "Shukar". W.C. for Were-civet is obvious, but there aren't numbers anymore.
There is no consistent logic as the naming system has become senseless and arbitrary
Shukar however makes most sense, as it means tall. "Tall Dwarf" seems silly, so putting it through Dorfish makes it make more sense

- Kudos on continuing past the point where I'd have considered the fortress hopelessly lost.
- And heh on being attacked by Orochimaru. Well, not really, but snakepersons are unusual.
It all made much more sense as to why this werecreature above all others was so capable of biting everyone to death
Cat-snake
Title: Re: Ravens are murder. [SPOILERS]
Post by: NRDL on December 05, 2016, 11:25:05 pm
Hot damn, finally read through the whole thing after my first PTW at what, a year ago now? Truly magnificent.  What's the current makeup of your fort's inhabitants? Any new legends of note spring up?
Title: Re: Ravens are murder. [SPOILERS]
Post by: Loud Whispers on December 07, 2016, 04:24:56 pm
Hot damn, finally read through the whole thing after my first PTW at what, a year ago now? Truly magnificent.  What's the current makeup of your fort's inhabitants? Any new legends of note spring up?
Spoiler (click to show/hide)
Attrition has for the first time overcome births, and of the original pioneer migrants only about 5 dozen remain. No new births means the population will keep decreasing and I think once the pop falls around 100 I'll begin forcibly socializing the remainders to kickstart a further generation. No new legends, since most of the Fort's legends are dead, retired or just going about their lives clearing corpses, building walls or going about industry and brewing.

Spoiler (click to show/hide)
Did update the death chart though
Title: Re: Ravens are murder. [SPOILERS]
Post by: TheBiggerFish on December 07, 2016, 04:40:21 pm
Unknown causes?
Title: Re: Ravens are murder. [SPOILERS]
Post by: Loud Whispers on December 07, 2016, 07:19:20 pm
Unknown causes = I have no idea how they died, or forgot, and their memorial hasn't helped me figure it out. There were a few mysterious deaths where the bodies were just *found*
Title: Re: Ravens are murder. [SPOILERS]
Post by: Fleeting Frames on December 08, 2016, 03:47:32 am
Does the "mercilessly predated upon by werecreatures" include dwarves who didn't survive werecivet experiment, or is that dwarf murder or medical complications?

And, heck. You got 61 dwarves in first year - first two migration waves? - with little wealth generation as you had all but 3 dwarves in military at the end of the year.

As for the attrition, losing 18 dwarves in a year is pretty unusual. The typical loss seems just 5, which suggest 220 dwarves for 100-strong undead military (10 dwarves popping out 5 babies a year, with 12 years to grow to full size).

Halve that for 50-big military, or if your military isn't undead but popping out new life. I don't think it was...

Also, did you track this by updating a spreadsheet every time dwarf died or was born?
Title: Re: Ravens are murder. [SPOILERS]
Post by: Loud Whispers on January 16, 2017, 05:47:29 pm
Apologies for the month late response

Does the "mercilessly predated upon by werecreatures" include dwarves who didn't survive werecivet experiment, or is that dwarf murder or medical complications?
Should do yeah, but there will invariably be some inaccuracies because of the uncertain nature of my record keepings for the deaths. A lot of the early deaths may be wrongly attributed, or have multiple causes - if a Dwarf is knocked into a fire by a werecreature for example, I attribute it to the werecreature

And, heck. You got 61 dwarves in first year - first two migration waves? - with little wealth generation as you had all but 3 dwarves in military at the end of the year.
Give or take a dozen, the first 2 years had loads of migrants. Put me under the impression that migration would never end

As for the attrition, losing 18 dwarves in a year is pretty unusual. The typical loss seems just 5, which suggest 220 dwarves for 100-strong undead military (10 dwarves popping out 5 babies a year, with 12 years to grow to full size).
Yeah, usually more children have been born to replace the constant dying off of soldiers. The great siege, casualties incurred in cleanup, and the great widowing of so many couples has greatly reduced replacement - with some years where no Dwarves were born at all.

Halve that for 50-big military, or if your military isn't undead but popping out new life. I don't think it was...
It's a total fort-wide military with every adult Dwarf serving, which has been a double edged sword. The individual survivability of every Dwarf is high because they're all elite soldiers (or after years of continuous training will be) but it also eats into their social time, so they don't form new families. I'll probably have to order them to socialize in the crystal dome or something

Also, did you track this by updating a spreadsheet every time dwarf died or was born?
Pretty much
Title: Re: Ravens are murder. [SPOILERS]
Post by: Ironfang on January 16, 2017, 06:03:40 pm
Welp, this is what my mind jumps to.
Spoiler (click to show/hide)
Title: Re: Ravens are murder. [SPOILERS]
Post by: Fleeting Frames on January 16, 2017, 10:58:44 pm
Well, as far as saving the pandas goes, my recommendation is pair suites; a meeting area is really slo...

Well. Didn't they breed by spores in 34.11? That should improve the popping rate once the marriages are done, I suppose.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Loud Whispers on January 17, 2017, 03:16:20 pm
Well, as far as saving the pandas goes, my recommendation is pair suites; a meeting area is really slo...

Well. Didn't they breed by spores in 34.11? That should improve the popping rate once the marriages are done, I suppose.
That sounds like a good plan. I just want to wait out these current times so that newly-weds don't become new widows before matchmaking though, to ensure stable and continual growth after an initial period of decline
Title: Re: Ravens are murder. [SPOILERS]
Post by: NordicNooob on November 24, 2018, 06:47:06 pm
Is this post dead? I'd love to hear the ultimate fate of the fortress Silentthunders.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Loud Whispers on November 24, 2018, 08:35:35 pm
Hibernating I'd say, not dead though. I haven't played that much in the past year owing to material and time constraints, but I managed to make some meager progress worth writing about. I'll update tomorrow, gods be willing
Title: Re: Ravens are murder. [SPOILERS]
Post by: TheFlame52 on February 14, 2020, 10:49:15 pm
And then no more was said.

Six years after the first post, the legend that is Silentthunders has finally been recognized! This thread has been inducted into the Hall of Legends for the enjoyment of Escaped Lunatics yet to be. Binge-reading the thread a second time was a trip. I swear to Armok, there's a sig-worthy quote or three in every one of Loud Whispers' updates. The great human siege was so exciting reading it all at once! Seeing my old posts reminded me of worse times, and better ones. I can never equal this fortress with any of my own achievements, but I can bask in the glory of Loud Whispers' great work. I can only hope that this inspires him to continue it.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Superdorf on February 14, 2020, 11:25:39 pm
Cheers!

I considered being the one to necro this with the good news... couldn't quite find the words. Thanks for stepping in to deliver. :)
Title: Re: Ravens are murder. [SPOILERS]
Post by: TD1 on February 15, 2020, 02:46:21 am
*Salutes the ship and her captain*

Sail on, you mad bastard. Sail on.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Loud Whispers on February 28, 2020, 06:14:07 am
GODS WERE UNWILLING.

2019 was a brutal year personally, though I escaped it alive and well - albeit with very little time to spare. The fort has never been abandoned - the lack of updates can be chalked to a lack of time and a relative lack of events.

When I saw this thread awakened to be inducted into the hall of legends however, all thoughts of idleness were eradicated by a sudden surge of gratitude. Thank you all m8ys for joining me on this stubborn Fort's continual war against the spidery forest. Sharing this bloated architectural monstrosity has been a labour of love, and I hope it has shown.

_____________________________________________________________________________

The Fortress is 60 years old now. One of the things I set out to determine was whether stone becomes mossy still after 50 years and... No, it seems no stones become mossy until your Fort is abandoned and reclaimed. 44 of the original migrants are alive, whilst the total Fort population sits at 153 Dwarves. We have numerous guests, including a dragon & a hydra whom we are both training to not devour Dwarves on sight. No breeding pairs of megabeasts are present, besides a giant and a giantess. I haven't attempted to run a giant dating site in my Fortress yet.

But first, a look into what the world looks like now! Using the glory of isoworld, I could run around and get up to date snaps of "The Universe of Forever." (http://www.bay12forums.com/smf/index.php?topic=70700.0) The only downside was I had to visit each locale personally in adventure mode, so it was excruciatingly time-consuming.

Spoiler (click to show/hide)
Well worth it, I think. My Dwarven neighbours here built a really beautiful bridge over a mountain valley river. This Dwarven city sits in the normal east side, a little way away from the evil of the spidery forest.

Spoiler (click to show/hide)
Exploring as a flying demigod-necromancer for the sake of speed, I had fun exploring the Spidery Forest and seeing all of the critters I have been fortunate to avoid. Raven men zombie flocks were an occasional sight.

Spoiler (click to show/hide)
As were flocks of giant raven corpses. According to legends there is a zombie dragon older than recorded history who was reanimated in the Spidery Forest - though I do not know where it is.

Spoiler (click to show/hide)
As a consequence of how old the Fort is, many times historical figures realise they are older than the max-age of their species and drop dead mid-battle.

Spoiler (click to show/hide)
If you somehow make it past the roaming flocks of undead and buzzing swarms of blood-bloated mosquitoes, you will find in the mountain passes a quiet hillswept valley. Atop the heights of these hills sits a lone structure, a tower 8 spans tall and fashioned from blocks of blue microcline. It's in stark contrast compared to the surrounding blood snow.

Spoiler (click to show/hide)
It stands alone with no neighbours besides a hill spring where three rivers are born, it is immensely defensible and stands unconquered by the beasts & citizens who dwell in its shadow.

I visited this tower with my tourist-adventurer, and sure enough was greeted by dozens of goblin & elf corpses, with one unique individual standing out from the rest.

Spoiler (click to show/hide)
This blue tower belongs to Sazir Razorbelt. There was something particularly sad in his tower, seeing all the books his students had written in their many conversations. Only Sazir remained. I left the necromancer commander in peace and continued on, charting the forests.

Spoiler (click to show/hide)
Progress in the Fortress of Silentthunders is steady. Four towers are nearly complete, whilst some of the more complex towers like the Tombspire and Moose Tower are finished. For the other two-dozen towers the scaffolding is nearly complete, and there are plans to build a tower atop the citadel.

Spoiler (click to show/hide)
Silentthunders in relation to the nearby city and hamlet. They both belong to another Dwarven civilisation, with whom our civilisation is on friendly terms.

Spoiler (click to show/hide)
Side by side comparison for scale

*EDIT: the difference 3 years makes:
Spoiler (click to show/hide)
Title: Re: Ravens are murder. [SPOILERS]
Post by: Sethatos on February 28, 2020, 12:38:57 pm
Awesome views in isoworld. Did you have to visit your own fortress in adventure mode as well?
Title: Re: Ravens are murder. [SPOILERS]
Post by: TheFlame52 on February 28, 2020, 04:01:45 pm
Damn, Silentthunders has really grown upward!
Title: Re: Ravens are murder. [SPOILERS]
Post by: Fleeting Frames on February 29, 2020, 07:17:59 am
That's quite a bit of growth, considering it has already been over half a century since embark. Nicely done - though I can say I like the leftmost tower the most.

Also, F for Sazir.
Title: Re: Ravens are murder. [SPOILERS]
Post by: NordicNooob on February 29, 2020, 09:05:59 pm
That's quite a bit of growth, considering it has already been over half a century since embark. Nicely done - though I can say I like the leftmost tower the most.

Also, F for Sazir.
It also happens to have been over half a decade since embark, which is sort of remarkable when you think about it. Quite the impressive fort from above, is belowground still just as interesting?
Title: Re: Ravens are murder. [SPOILERS]
Post by: Loud Whispers on March 27, 2020, 07:19:32 pm
Awesome views in isoworld. Did you have to visit your own fortress in adventure mode as well?
Yes! Flew everywhere. Only had to border the fortress tile for all 16 of the chunks to load in though

That's quite a bit of growth, considering it has already been over half a century since embark. Nicely done - though I can say I like the leftmost tower the most.

Also, F for Sazir.
If Sazir ever visits I'd be happy to give him a stay at a hotel with all of his buddies

It also happens to have been over half a decade since embark, which is sort of remarkable when you think about it. Quite the impressive fort from above, is belowground still just as interesting?
60 years since embark, with 43 of the first generation still alive :]

Below ground there have been a few developments, some of which haven't matured into worthy stories yet. They are little seedlings waiting to sprout. So for the time being I'm being taciturn with my posting, documenting all of course for the future being.


FORGOTTEN BEASTS
Spoiler (click to show/hide)
A traveler wandering through the cavern walkways would today be beset by smoke and mist. Unable to see anything, in a few short moments they would be bisected by a gigantic feathered lobster. Set on fire by a quadruped composed of flame. Crushed by a scorpion stinger the size of a horse carriage, or simply find every tissue layer in their body violently erupt in grim geysers of blood. I no longer, nor will I ever consider, sending Dwarves into the caverns or the quarry rampway. It is a place of death so thoroughly infested with a gauntlet of forgotten beasts and titan grade corpses of macabre and fell design, that to even look upon it is a bad omen.

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In the first cavern layer, one forgotten beast has killed five other forgotten beasts & put another in a coma simply by exhuding its noxious fumes nearby their nostrils.

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I suspect it's this lad or lady. The second cavern layer is infested with twelve undead titan grade corpses by the subterranean fortress. Two lurk below the waves, whilst the rest wait eagerly for the next addition to their family. The last cavern layer holds "only" three titan grade corpses, a testament to the existence of Osod the flamehound who periodically clears up the lowest undead infestation with singing heat.

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At the base of the cavern ramp, the blood pools thick in corridors of slaughter.

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What curiosity drives the megabeasts to our Fortress? What magnetism draws these titans to this arena of carnage? How many more must be strangled to death before they consider the thought of returning to their accursed lairs to feed in peace far away from this wretched spidery forest? It seems never, for the smell of death only draws more to our land. The megabeasts may be able to slay any creature that meets their path, but bit by bit the undead horde wears them down with the patience of the undying. Next, we'll have a look at Hell and the cleanup of the human war.
Title: Re: Ravens are murder. [SPOILERS]
Post by: TheFlame52 on March 27, 2020, 11:37:46 pm
I don't suppose there's a way for you to put your hands on some webs, is there? Can you trap a webber demon behind a drawbridge or something? It would be incredible if you could cage trap all those monsters with webbed traps.
Title: Re: Ravens are murder. [SPOILERS]
Post by: Loud Whispers on April 04, 2020, 03:00:34 pm
I don't suppose there's a way for you to put your hands on some webs, is there? Can you trap a webber demon behind a drawbridge or something? It would be incredible if you could cage trap all those monsters with webbed traps.
I've got a few webbers who'd do a decent job at it, but I've no real inclination or cause to go grabbing more titan corpses at the moment.

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With the taming of Hell and the cleanup of the overworld reaching their natural conclusions, I puzzled over what to do with the captured human warriors. I lacked any easy means to safely transport so many prisoners out into the surface where they'd hopefully run home, without turning to banditry or undead state. To execute them all was also an option, but presented an equally daunting logistical challenge. With so many humans with such long names I'd always be worried I'd accidentally execute a necromancer, a were-creature or a historic corpse titan, so I decided to just place each human in hell with a were-sloth - Doge Pesli.

I figured Doge Pesli would do as were-sloths were want to do, and spread the curse. Perhaps I would gain a small cohort of were-sloths?

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At first the humans did not warm to Doge Pesli. A hammer lord tried to break the were-sloth with his bronze warhammer, to minimal effect.

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Doge Pesli responded with characteristic friendliness, strangling the Hammer Lord to submission (remarkably, the hammer lord did not die).

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Upon the conclusion of this frightful full moon, the were-sloths and humans ceased to fight one another. Total peace gripped them all, even when the full moon returned. It was as if the humans and were-sloths had struck peace in this hell.

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I have no idea why they will no longer fight one another, but whatever the case, there are now more of them.

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Elsewhere in Hell, the construction of a great filter commenced.

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Pictured here, the foundations of the filter being built.

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A simple maintenance shaft connects the filter to the rest of hell.

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The sacred walls of the filter were raised and the corpse bomb placed within.

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Demons would arrive from an intake pipe and quickly seek to passage through the filter.

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They would fly on their little wings down the pipe, where visibility is limited.

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Upon reaching the centre-chamber, the demons at last see they are surrounded and beset by the filter's diligent operators. Undead creatures and constructs of many shapes, sizes and quantities identify a demonic intrusion and begin cleanup, until no demons remain.

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Now my mistake was not making the great filter 5zlvls tall. As a result, demons arriving from the lower pipe can see the undead before they emerge into the filter chamber. This can lead to... Blockages.

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If the demons arrive from above, then they do not see the undead until they are in the chamber.

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The undead being rather persistent, do not have any issue with annihilating the demons - they have the patience of eternity on their side.

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However, arriving from the bottom, webbing demons have found they can make a right mess of my filter by attacking from the zlvl below without having to enter the filter chamber itself.

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Now the whole damn machine is just clogged with webs.

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Those two demons have since become demon lords of warfare, masters of all forms of unarmed combat possible. They are also unlikely to ever be disintegrated because none of the undead are capable of actually reaching the demons - the filter does not facilitate non-flying movement through the pipes. I am not sure how to resolve this issue, so I am leaving the demons in this eternal battle for the time being.

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The demons' kill counts by 472
Title: Re: Ravens are murder. [SPOILERS]
Post by: TheFlame52 on April 04, 2020, 04:45:03 pm
Jesus fucking Christ that's a lot of kills
Title: Re: Ravens are murder. [SPOILERS]
Post by: Fleeting Frames on April 04, 2020, 08:07:05 pm
"It's a draw, then."

Though that can't be good for fps. Those look like ash demons, so ballista bolt through fortifications should work.

Though, hm. Filter's input is demons. Output is...??? It looks like your maintenance shaft is too thin to temporarily remove undead.