Bay 12 Games Forum

Dwarf Fortress => DF Community Games & Stories => Topic started by: TheFlame52 on April 18, 2017, 09:34:48 pm

Title: Bloodyhalls, Fortress of Immortality: Weremoose Apocalypse
Post by: TheFlame52 on April 18, 2017, 09:34:48 pm
The Picks of Immortality have been nearly wiped out, only a single hillock remaining of their once proud country. There is only one hope left for them: to send an expedition to the Silky Swamp, where it is said that no being can die. But the swamp titan will defend its home - and the elves and goblins that wiped out the Picks of Immortality in the first place won't take this lying down.

This is the tale of Bloodyhalls, Fortress of Immortality!


No succession fortress can go without a twist, and this fort has a big one - the fort is founded in a good biome that revives any intelligent creature that dies there, no matter the damage to the body. Not only does that include dwarves, but also humans, goblins, elves, trolls, blind cave ogres, animal men, etc. This means overseers will have to use other methods to take care of invaders besides throwing dwarves at it.

May the blood flow freely!

Rules
DFhack is mandatory. When a dwarf revives, you won't be able to control them again unless you use tweak/makeown. This script (http://www.bay12forums.com/smf/index.php?topic=163809.msg7436510#msg7436510) is also highly recommended. It does tweak/makeown on every dwarf in the fortress.

Turn List
Flame
Sanctume
Herodian
Ryukan




Journal of Dobar Figuredeer

1st Granite, 250

Today our little expedition departs. I have been elected as expedition leader. I look forward to immortality!

10th Granite, 250

The journey has been uneventful so far. We have been traveling beneath the mountains via the cavern roads to avoid detection.

The king did not give a name for this fortress, leaving it to me instead. So I've thought of a pretty good one. Here was my thought process:
1. We'll be immortal, but we can still be wounded.
2. Immortality + wounds = blood
3. Bloodyhalls.

14th Granite, 250

We have finally arrived at the place chosen for the new fortress. It's a relatively flat plain, lightly forested, with murky pools scattered all around. Perfect for building a surface fortress. I have ordered the digging of the fort's entrance.

We must make this place fit for the king - he needs immortality more than any of us. As a human, the years weigh more heavily on him than a dwarf.
Title: Re: Bloodyhalls, Fortress of Immortality
Post by: Sanctume on April 18, 2017, 10:19:11 pm
I don't know what this is about, but sign me up!
Title: Re: Bloodyhalls, Fortress of Immortality
Post by: TheImmortalRyukan on April 18, 2017, 11:14:06 pm
Perfect pun on my name aside, I like this idea, sign me up
Title: Re: Bloodyhalls, Fortress of Immortality
Post by: TheFlame52 on April 19, 2017, 08:36:46 am
I've added you both. Yes, I realized last night that the name is incredibly similar to Bloodyhells. That wasn't planned but we might as well roll with it.
Title: Re: Bloodyhalls, Fortress of Immortality
Post by: Herodian on April 19, 2017, 08:44:22 am
I'd love a turn if possible.
Title: Re: Bloodyhalls, Fortress of Immortality
Post by: TheFlame52 on April 19, 2017, 08:54:50 am
I'd love a turn if possible.
Added.

Damn, this is shaping up to be a popular fortress. You guys want dwarves? Right now only the starting seven are available.
Title: Re: Bloodyhalls, Fortress of Immortality
Post by: TheImmortalRyukan on April 19, 2017, 09:06:24 am
I'd love a turn if possible.
Added.

Damn, this is shaping up to be a popular fortress. You guys want dwarves? Right now only the starting seven are available.

!y fort is more popular....

Anywho, when will this fort start?
Title: Re: Bloodyhalls, Fortress of Immortality
Post by: Sanctume on April 19, 2017, 11:02:06 am
Sure, assign me a any dwarf and I'll roll with it.
Title: Re: Bloodyhalls, Fortress of Immortality
Post by: TheFlame52 on April 19, 2017, 11:29:33 am
Note to self: save more often. I just lost most of a year to a mysterious crash.

EDIT: Yeah, no update today, I am pissed that I lost all that time to play any more. MY DWARF HAD A STRANGE MOOD. ARGH.
Title: Re: Bloodyhalls, Fortress of Immortality
Post by: Salmeuk on April 19, 2017, 02:13:55 pm
Note to self: save more often. I just lost most of a year to a mysterious crash.

EDIT: Yeah, no update today, I am pissed that I lost all that time to play any more. MY DWARF HAD A STRANGE MOOD. ARGH.

Turn on seasonal autosaving! I also manually save and backup whenever I finish something particularly time consuming, like designating large constructions.
Title: Re: Bloodyhalls, Fortress of Immortality
Post by: bloop_bleep on April 19, 2017, 03:52:39 pm
Wait... explain to me again how this works. Any intelligent creature that dies gets reanimated à la evil biome? Or does it just pop up back to life again, with no changes? I assume this uses a mod.
Title: Re: Bloodyhalls, Fortress of Immortality
Post by: zazq on April 19, 2017, 05:38:49 pm
i want a turn!
Title: Re: Bloodyhalls, Fortress of Immortality
Post by: TheFlame52 on April 19, 2017, 05:44:29 pm
Wait... explain to me again how this works. Any intelligent creature that dies gets reanimated à la evil biome? Or does it just pop up back to life again, with no changes? I assume this uses a mod.
No, they get resurrected. In vanilla the only place this is used is in the interaction that raises mummies. However, this interaction uses a quick transformation to heal the creature when it revives. So a dwarf dies, they revive, you have your dwarf back at full health.

i want a turn!
You're on the list now.



Journal of Dobar Figuredeer

Granite 23

The workshop space is being dug out. Also it is raining. I hate rain.

Hematite 1

Oh shit! I found my journal! I guess I'll give a summary of the spring. The miners dug out bedrooms, workshops, farms, offices, stockpiles, and a hospital. The mason has been very busy furnishing all these rooms. The carpenter has been making beds, mostly. The farmer has been working the plots and gathering plants from the surface. The jeweler has been making stone crafts for trade. Meanwhile, I've been mostly hauling. There's not much need for a butcher or clothier yet.

Hematite 8

The miners are now digging the central staircase down into the earth. A few days ago they both reached legendary status, a testament to how much mining they have been doing lately.

As far as I can tell, the only ores we have are galena and sphalerite. Looks like we'll have to import metal.

Hematite 17

The miners reached the magma sea. Unfortunately, we have too few dwarves to set up magma forges yet.

Malachite 28

Migrants! Two herbalists and a woodcrafter that are all brothers, a glazer who is also a pretty good mason (yes!), a clothier, a leatherworker who is a surgeon (nice), and a miner. Those last two are husband and wife. May they have many children!

Now that we have a spare mason I have ordered the construction of rock blocks.

Limestone 1

There is now a small construction over the entrance to the fort. This can seal the fort in an emergency.

Limestone 2

Three kobold thieves visited the fortress, but were chased off.

Limestone 17

The caravan is here. We don't have a depot. Masons, get on that!

Limestone 18

Migrants! A metal crafter, a trader (how convenient), and the metalcrafter's 11 year old daughter (who has no father). I made the trader our broker. While I was at it I made our woodcrafter the manager and bookkeeper. He's not doing anything.

I met with the liaison. The world is the same as ever. I ordered iron and steel bars, drinks, and lye. She wants quivers and ash. Okay.

Limestone 20

The depot is built. We're bringing clear zircons and a shitload of quartzite crafts to the depot. There are only two merchants with their pack animals. They brought no drinks or metal bars. The broker traded for some seeds, two barrels, and some meat animals.

Sandstone 18

The magma forges are complete - except for one anvil. Then the merchants announced that they would be leaving and took their anvils with them. Shit.

When the miners opened the magma sea they spotted an adamantine spire.

Sandstone 22

I've ordered myself to slaughter all the stray herbivores in the fort.

Timber 8

We pierced the first cavern today. Looking around, the miners spotted a bunch of trolls fighting a troglodyte. The trog would die, revive, and die again, over and over. Luckily they're on the other side of a lake from us. ((OOC: I've discovered a bug. Those trolls are all marked as friendly. Also I think they all came from a single troll. I may have to rework the revival interaction.))

Before we could seal the cave with a drawbridge, a gorlak wandered in, went through the whole fortress, and left via the surface. Okay then.

Opal 3

We now have 47 bedrooms for 17 dwarves.

Opal 7

We opened the second cavern. This time it was a draltha that got in. He's just hanging around in the hallways, not bothering anyone.

Opal 11

I've ordered everything to be smoothed.

Obsidian 6

We pierced the third cavern. Nothing got in before it was sealed.

Granite 3

Whoops, my term as overseer ended two days ago! I'll be passing the mantle on to Sanctume.


SAVE: http://dffd.bay12games.com/file.php?id=12848
Title: Re: Bloodyhalls, Fortress of Immortality
Post by: Sanctume on April 19, 2017, 06:20:49 pm
I will assume this is 43.05 64 bit version.  Perfect time as taxes are done and only death is no longer certain in here.
Title: Re: Bloodyhalls, Fortress of Immortality
Post by: TheFlame52 on April 19, 2017, 06:34:41 pm
I will assume this is 43.05 64 bit version.
yep
Title: Re: Bloodyhalls, Fortress of Immortality
Post by: Sanctume on April 20, 2017, 12:31:32 am
I manage to bloody reach summer.  I must contemplate on my notes over night and post the update tomorrow with choice screen shots.  Bloodyhalls indeed!  I can't get my project progressing quite as I like.
Title: Re: Bloodyhalls, Fortress of Immortality
Post by: Spriggans on April 20, 2017, 03:17:12 am
Is that somehow possible to have the INTERACTION that makes those lovely body parts regenerate ?

I'd like to play around with this hability in a world of my own. Does that work in adventure mode ? :)
Title: Re: Bloodyhalls, Fortress of Immortality
Post by: TheFlame52 on April 20, 2017, 08:36:11 am
Is that somehow possible to have the INTERACTION that makes those lovely body parts regenerate ?

I'd like to play around with this hability in a world of my own. Does that work in adventure mode ? :)
Spoiler (click to show/hide)
This is almost the regional resurrection interaction (I changed it to only resurrect CAN_LEARN creatures for Bloodyhalls) plus the one I made to be used by creatures.
Title: Re: Bloodyhalls, Fortress of Immortality
Post by: Herodian on April 20, 2017, 08:50:06 am
This premise really lends itself to so many fun projects. I'm looking forward to seeing how it plays out.
Title: Re: Bloodyhalls, Fortress of Immortality
Post by: TheFlame52 on April 20, 2017, 09:59:23 am
Between the resurrection and the lack of metal, I can see "just keep throwing dwarves at it" being a viable strategy. As long as "it" isn't sentient.
Title: Re: Bloodyhalls, Fortress of Immortality
Post by: Sanctume on April 20, 2017, 10:24:46 am
Is that somehow possible to have the INTERACTION that makes those lovely body parts regenerate ?

I'd like to play around with this hability in a world of my own. Does that work in adventure mode ? :)
Spoiler (click to show/hide)
This is almost the regional resurrection interaction (I changed it to only resurrect CAN_LEARN creatures for Bloodyhalls) plus the one I made to be used by creatures.

I was laughing so much during my play of spring last night, and I can only hope to convey into words the humor I found.  Busy at work at the moment, but I will have time to wordsmith something when I get home.
Title: Re: Bloodyhalls, Fortress of Immortality
Post by: Spriggans on April 20, 2017, 10:27:02 am
YES !! Thanks =D

It would also be possible to resurrect even non-sentient creatures then ?
Interresting ! :D

Also, you could mod the game so everything resurrects but your dwarves !
Making even the littlest siege so much more deadly :P

That's terrifying !

I was laughing so much during my play of spring last night, and I can only hope to convey into words the humor I found.  Busy at work at the moment, but I will have time to wordsmith something when I get home.
Looking forward for that !!
Title: Re: Bloodyhalls, Fortress of Immortality
Post by: TheFlame52 on April 20, 2017, 12:36:23 pm
I think the biggest challenge for this fort will be population. The Picks of Immortality are dead and I'm not sure we're going to get any more migrants. We only have one married couple. It's very hard to play matchmaker in 0.43, and it's even harder in a succession fort. Our dwarves will get whittled down by fire-based stupidity sooner or later.
Title: Re: Bloodyhalls, Fortress of Immortality
Post by: bloop_bleep on April 20, 2017, 01:04:53 pm
Before we could seal the cave with a drawbridge, a gorlak wandered in, went through the whole fortress, and left via the surface. Okay then.

Lol, that happened to me once with a giant rat. I mean, seriously, the giant rat went through ALMOST EVERY SINGLE ROOM IN THE FORTRESS. It can't be that hard to spot a giant furry rodent.

EDIT: We should use cage traps -- that way we can collect goblinite without actually killing goblins. Also, we might use some !!SCIENCE!! to make a contraption that knocks trap avoiders unconscious on cage traps, allowing the trap avoiders to be caught and looted.
Title: Re: Bloodyhalls, Fortress of Immortality
Post by: Sanctume on April 20, 2017, 01:40:19 pm
I think the biggest challenge for this fort will be population. The Picks of Immortality are dead and I'm not sure we're going to get any more migrants. We only have one married couple. It's very hard to play matchmaker in 0.43, and it's even harder in a succession fort. Our dwarves will get whittled down by fire-based stupidity sooner or later.

I now have gray hairs from the non-fire-based absurdity of that I have.  Only lunch time here, and this sounds like I'm hyping expectations on my first progress.
Title: Re: Bloodyhalls, Fortress of Immortality
Post by: Spriggans on April 20, 2017, 01:54:10 pm
I tested the ressurection thing on a dwarf.

The dwarf ressurected properly. But I believe he is no longer part of the fortress. I can't assign him labors from vanilla DF's interface. He is basically some sort of mercenary (squad assignement should be ok, though I haven't tested). Burrows do work for him.

Captain ?
Title: Re: Bloodyhalls, Fortress of Immortality
Post by: Sanctume on April 20, 2017, 11:08:11 pm

Chapter 1: Values Martial Prowess

3rd Granite, 251 Excerpts from the journals of Sanctume

Three days into this new season come with three days of pouring of rain.  The murky pools must be overflowing by now.  I am so cooped up down here, and the frequent thunder seems to roll inside my head.  I am making poor quality mechanisms in the shop stuffed inside a rough-hewn quartzite nook.

I would rather learn some martial skills than working on stones.  Perhaps I will get my hands on a mace.  But alas, there aren’t an abundance of weapons-grade ores here.  Maybe something can be used from galena, if we have someone volunteer to go deep below and use the forge.

I decided to toss the mechanism aside, and assert my needs to Leader Dobar.  My grand visions of glory seems to be absorbed well by Dobar who just passively nods to our entire conversation.

I say, “alright, I will look over everyone and start on my plan.  You seem to be comfortable with leather and clothing.  And you ok just lounging in your office?”  With a shrug, Domar proceeds to slaughter the remaining alpaca.

--

We have 3 picks and the miners: Miner Logem, Miner Atis, and Miner Ubid will also be part-time engravers.

Mason Rakust and Mason Aban will be the masons producing quartzite blocks to help clean up the place.

I, Sanctume, will be weaponsmith apprentice if we ever have a master smith come and teach us.  Wsmith Ingish, Wsmith Feb, and Wsmith Kogan will also be weaponsmith apprentices.  In the meantime, I will serve as architect, while the others help in constructions.

Our armorsmith apprentice will be Armor Ingiz, and will also serve as the current manager and record keeper.

Farmer Momuz will be our sole farmer, brewer and cook.

Mech Ablel will begin dabbling in mechanic.

Metal Kumil, our metalsmith will be out temporary the fisherdwarf.

Stone Astesh will be our stonecrafter and gemologist.

Ryukan remains our carpenter.

We make a decent work crew for the design I envision.  First we need a hole in the ground, and a north entry ramp.

Spoiler: Strike the surface. (click to show/hide)

We need a deeper hole.

Spoiler: Dig into clay loam. (click to show/hide)

Miner Atis reminds me that digging deeper will require ramps to get out of the hole.  I reluctantly agree to proceed finishing the north ramp first before continuing with the hole.  I also wanted feather wood ramps and floors for the spiral ramp entry.

--

The 1st of Slate comes with fresh workers loitering at the edge for a few hours until I pointed a nice patch of quartzite floors on the surface as meeting area.  I greet everyone, “Welcome all, how you like the weather?”

Twenty-three glum faces look at me, that includes choice personnels:
+the outpost liaison, Omol.
+an accomplished hunter, Hunter Asen.
+a high master woodcutters, Woodcut Cerol and Ral.
+our master, accomplished weaponsmith, Recruit Onul.
+a high master bowyer, and anvil loving Smith Kol.
+a high master paper maker, Recruit Urdim.
+a proficient book binder, Recruit Udib.
And the rest can learn engraving, or something.

Someone removed the ramp before constructing the featherwood ramps.  This delays the project because the north ramp is needed before the digging a deeper hole.

--

Wsmith Ingish Rockstrotted withdraws from society and claims a craftsdwarf workshop.  She grabs 2 galena stones and begins to make… something.  I was hoping someone smelt those in hopes of gaining some silver ores.  After five days, Wsmith Ingish creates, “Trappedcounsels”, a gelena mug worth ☼18k.  Cheers Ingish!  Sadly, we do not have a tavern yet.

--

Hunter Asen begins peppering the roaming draltha inside the fortress with iron bolts.  Iron!  I hope a few stray bolts can be retrieved and melted.  But Hunter Asen ran out of bolts, so he orders 10 stacks of bone bolts to be made.

--

12th Slate.  I am distracted by loud “squishing” sounds emanating from the caverns below.  A giant cave spider is spewing webs all over the two  friendly trolls.  The gcs is shaking the troll around by the head bruising tendons.  Both the friendly trolls are dead by the next day. 

Spoiler: And on the 3rd day… (click to show/hide)

The Flesh Ball has transformed into a troll!  It is a friendly troll.  But I am having a bad feeling about this place.

--

17th Slate.  The “noble’s level” of the pit is dug and smooth, but digging further will be delayed.  The constructions of the north ramp proceeds.  One undug wall will serve as a ramp to exit the pit, for now.

Spoiler: Noble’s Level (click to show/hide)

I envision this level serve the comfort of nobles and provide gems windows to view the activity in the arena below.  Did I not mention, I envision an arena?  Well, yes, how else will I practice my martial skills when the time comes?

--

21st Slate.  The rain has stopped for a moment.  The still silence is pierced by inhuman scream of sort.  Hmm, looking the the combat reports.  The gcs has ripped away the troll’s third toe, off the right foot.  A Flesh Ball has transformed into a 3rd friendly troll.  It is friendly, and that is good, right?  I really have a bad feeling about this.

--

24th Slate.  Excerpts from the memoirs of Miner Atis, Militia Commander.

Sanctume is exhausted and went off to a sleep in his quarters.

The weremoose Uhos Escuzicab has come from the southeast, and we are caught with little to defend ourselves

I am Miner Atis and step up to the position of Militia Commander.
I created a squad with no uniform and recruit the miners, woodcutters, and the hunter
The Outrage of Creations is formed: Logem, Cerol, Onul, Ral, Asen, Ryukan, Ubid, Goden, and me, Atis.

A second squad, The Fenced Meteors is captained by Capt Risen with Ubid, Feb, Sigun, Litast, Ingis, Metal Kumil, Imush, Minkot, and Lor.
 
A third squad, The Oily Marks is captained by Wsmith Ingish the make of the galena mug, with: Ushrir, Dobar, Cilob, Urdim, Momuz, Ablel, Kogan, Medtob, and Rakust. 

There are 9 remaining civilians including Sanctume who is asleep, and two children.

There is a large murky pool between our meeting floor and to Uhos.

Uhos dips in the murky pool as we wait, but it is engaged by a recruit (Litast). 

The battle begins in a frenzy of weaponless dwarfs, many complaining that there is no path to Uhos due to the deep murky pool.

Spoiler: The first death (click to show/hide)
, Leader Dobar, was violently shaken from the head until an artery opens which reddens the pool with blood.

Uhos has its lower right leg cut open, and suffer small bruises only.  Uhos remains unreachable to most soldiers who do not know how to swim. 

Cmdr Atis grimaces upon seeing Mason Aban bitten in the lower body which tears through the fat and muscles.  Bloody guts and shit further fouls the murky pool.

Metal Kumil is next to get receive Uhos’ onslaught: lower arm opening artery, collapsing right shoulder, severed right foot, bruised pancreas, and shaken from the lower body spilling more guts, and collapsing the lower spine.


“Oh shit!” muttered Cmdr Atis describing Metal Kumil’s corpse as “a large moose twisted into humanoid form…”

Armor Ingish is next to receive bites on the upper arm and lower body.

Miner Ubid is also bitten in the lower body, opening artery.

Weremoose Metal Kumil starts biting the civilian Fikod’s upper leg.  A dog helps and starts biting Kumil.

Uhol latches on Wsmith Feb, shaking head around until the spine collapses.

25th Slate.  It’s only been a day, and the deluge resumes to washes dirt and blood, but do not hide the tears for the fallen, nor the massacre being witnessed.

Uhol punches Woodcutter Cerol in the left foot, and bites the right leg.

Hunter Asen for some inane reason choose to beat up the Draltha who intermittently goes unconscious.  A stack of 50 alpaca bone bolts remain unused.

The dog distracts the “weremoose.” Yes, weremoose, the plural form.

Metal Kumil rises from dead and into a weremoose! 

Seizing this turn of event, Cmdr Atis orders everyone to station by the meeting area, away from the water.  The dog died.  But what is this? Metal Kumil begins attacking Uhos.


Despite the commander’s order, the eager Recruit Onul has no discipline and continues to fight the weremoose in the 7 deep water.  Get back to station!

The list of the dead is high and the fight is not over.  Metal Kumil is now the threat.

Ryukan Nosepick has assumed the position of expedition leader of The Fortress of Death.

Doctor Tun is now the chief medical doctor.  Sanctume awakens to this nightmare, and begins helping recovering the wounded, but only to be interrupted by the remaining weremoose.  Until… Metal Kumil has transformed into a dwarf! 

This bizarre day is not over unfortunately.

Leader Dobar who is no longer a leader has transformed into a dwarf! 
Ryukan jibes, “Like you were dead, but not anymore. I am the leader of this place now.”

But ex-leader Dobar could not respond because he is now drowning in 7 deep water until he died again.  Welcome to Bloodyhalls.

Spoiler: I am leader now. (click to show/hide)
Anyway, there are still some more wounded dwarfs by the murky pools, and Metal Kumil remains upset and keeps interrupting those who wishes to help, even though she is the target to give water to. 

Kumil’s thoughts: she did not feel anything after seeing Dobar die.  Her neck is torn open and oozing.

Apparently, civilian Fikod has a major beef against Metal Kumil still, and a brawl ensues while feeling vengeful.  Armor Ral joins the brawl, but is now using a silver battle axe against Metal Kumil.

Cmdr Atis helplessly watch and station the three squads away from the water and cover the escape of Uhos in case he rises back from the dead.

28th Slate.  Stone Astesh had enough and joins the fight and instantly kills Metal Kumil.

Uhos transforms into his human form.  Maybe he will drown in the murky pool. Noe one can reach him.  And Uhos is friendly!  Cmdr Atis feels let down and cancels the station order.

Excerpts from the journals of Sanctume
Sanctume asserts himself and orders the miners to dig out rooms underneath, and the masons to make rock hatches.  We are going to make quarantine rooms. 

Felsite.  Why aren’t the rooms dug?  Where are the hatches?  Apparently, the labors continue towards the north ramp, and arena viewing rooms.  We do not have a manager anymore, or rather the death of the expedition leader clears the noble assignments.

We have time to switch priorities. I hope.

9th Felsite.  Ahh, a bit of good news in this late spring.  Miner Ubid has given birth to a girl.  Our population rises to 40 with no one dead or missing.

--

21st Felsite.
Spoiler: Oh no! (click to show/hide)

The quarantine rooms aren’t done and the full moon rises and 8 dwarfs has transformed into weremoose: Leader Dobar, Tanner Litast, Armor Ingiz, Woodcut Cerol, Wsmith Feb, Civ. Fikod, Miner Ubid, and Mason Aban.

Most of the weremoose are on the surface with a couple in the central stairs. 

Cmdr Atis takes charge and activates up a civilian burrow in the dug arena viewing room.

Chaos erupts at all level. 

22nd Felsite  Excerpts from the tales of Miner Logem


We are ill prepared, but I, Miner Logem, assumes the position of expedition leader now.

The weremoose who are left starts fighting each other.  Some of us managed to hide in this door-less room.

We 14 citizens remain untouched for the moment.  We must resume the quarantine, or perhaps we will quarantine ourselves from “them.”

The thunderstorm boomed, and deluge of rain resumes.

24th Felsite  Excerpts from the memoires of Recruit Sigun

I, Recruit Sigun, am the expedition leader.

There are brawls all over, but no one is a berserking weremoose.  Perhaps they carry the hatred from dying, and rise to continue the violence.  Miner Logem charged the stairs in order to distract those seeking out meager defenseless shelter.

Perhaps we can continue to dig rooms and build the hatches to proceed with the quarantine.

Our population shows 32 alive and 10 dead.

But I know only 11 of us remain untainted by the curse.  We will split into two groups:

The Builders:
1. Miner Goden
2. Farmer Momuz
3. Mason Ushrir
4. Mason Olon
5. Smith Kol
6. Wsmith Ingish

The Defenders:
1. Capt Risen
2. Hunter Asen
3. Recruit Onul
4. Recruit Sigun
5. Recruit Urdim.

1st Hematite Summer arrives.
Title: Re: Bloodyhalls, Fortress of Immortality
Post by: Spriggans on April 21, 2017, 03:21:53 am
 :o Never seen so many death messages in a while ! Welcome to the fortress of Death !

Fun occured quickly ! :P

There is no way to stop the were-curse from spreading xD

We need more migrants, maybe... There must be a way to stop the infection !
Vampire can't be were cursed right ?
We need a vampires VS were-moose (plural form) never ending fight arena ;)

Title: Re: Bloodyhalls, Fortress of Immortality
Post by: TheImmortalRyukan on April 21, 2017, 07:00:21 am
And I'm the one inheriting this mess 😭😭😭
Title: Re: Bloodyhalls, Fortress of Immortality
Post by: TheFlame52 on April 21, 2017, 08:48:19 am
This is pretty much exactly how I imagined this fort going. :D
Title: Re: Bloodyhalls, Fortress of Immortality
Post by: Herodian on April 21, 2017, 09:25:10 am
Oh god this is only going to get more and more unhinged as we go, with constantly resurrecting flesh piles dotted all over the place. Sieges are gonna be interesting.
Title: Re: Bloodyhalls, Fortress of Immortality
Post by: TheFlame52 on April 21, 2017, 10:42:24 am
I think I have an idea, but it depends on several factors:
1. Do the infected fight each other while untransformed?
2. Do they listen to squad commands?
3. Can you order them to build things?
You might be able to stuff all the infected down a pit to keep them isolated.

EDIT: I opened up my save in Legends Viewer. Apparently there's a weremoose plague in this world. At the end of my turn there were 94 weremoose in existence. Every single one of them is "descended" from a single human who profaned the temple of Mete, goddess of consolation and twilight.
Title: Re: Bloodyhalls, Fortress of Immortality: Weremoose Apocalypse
Post by: Sanctume on April 21, 2017, 12:19:14 pm
I think I have an idea, but it depends on several factors:
1. Do the infected fight each other while untransformed?
2. Do they listen to squad commands?
3. Can you order them to build things?
You might be able to stuff all the infected down a pit to keep them isolated.

EDIT: I opened up my save in Legends Viewer. Apparently there's a weremoose plague in this world. At the end of my turn there were 94 weremoose in existence. Every single one of them is "descended" from a single human who profaned the temple of Mete, goddess of consolation and twilight.

Round 1, Uhol vs Us the uncursed = Lots of dead in the 7/7 water.

Round 2, Metal Kumil rises from the dead as were-moose because the moon is still full. However, the other dead before and after Kumil did not res.
Kumil attack some dwarfs, but kumil suck in military skill.  Recruit Onul stayed in he water fighting and dodging.  The 3 squads were able to station away from the pool. 

Round 3, Kumil reverts back to dwarf.  Everything looks ok, but Kumil seems to be upset, interrupting recover wounded, and even dwarfs who wants to give her water.  A civilian brawls with Kumil, another civilian joined, and the 4th civilian Stone Astesh had a enough and kills Kumil. 

End of rounds, everyone was peace and doing labors.  However, unknown to me was the death and Leader Dobar removed all the noble positions.  No manager to make the rock hatch orders.

Next Battle, another full moon.
Round 1, 8 dwarfs turns were-moose.  We were unprepared.  6 were on the surface, 1 in the farm area, 1 midway to forge in central stairs. 

Possible burrow would be the north ramp, but it's a one way in and one way out. 
Next burrow is no-door, no-hatch rooms connected to central pit, with stairs from noble rooms, down to the targetted arena level, around 4z in total.  This has a dig hallway to central stairs.  I made the burrow here, and 14 made it ok, until once of the were started moving towards it.  Miner Logem lead it away to the surface without micro-managing. 

Round 2, currently.  No more berzerk were-moose.  However, only 10 or 11 are citizens or controllable. 
The others are listed as Units, but cannot be given labors, nor be set to military. 
And in this round 2, some dwarfs are still brawling. 

All I know so far is Miner Goden is continuing to mine the rooms below the current bedrooms.  Each is a ramp + 1 tile for door + a 3x3 room. 

If I cannot set these infected into the military, the untainted 10 (or 11) dwarfs will be in 2 squads and find a seal-able room  until some control is established.

Options?
1. Open the caverns, maybe the infected will go out there and occupy themselves. 

2. Create a tavern, library, and temple for all visitors and let them deal with each other. 

3. Wait patiently for control, keep working on arena, then have a nice gem windows to view the fights. 

I might as well spoil my plans, as I it will be difficult. 

Spoiler (click to show/hide)
Title: Re: Bloodyhalls, Fortress of Immortality: Weremoose Apocalypse
Post by: TheFlame52 on April 21, 2017, 02:01:06 pm
I'm going to go with the cavern plan, as well as maybe making drawbridge drops in. They can fight forever down there and kill anything that might threaten us.
Title: Re: Bloodyhalls, Fortress of Immortality: Weremoose Apocalypse
Post by: bloop_bleep on April 21, 2017, 02:48:21 pm
Screw it, just let everyone get infected. Once a month you'll have to burrow everyone in a quarantine room while they transform, so they don't destroy everything. Otherwise, you have a godly military force once a month.
Title: Re: Bloodyhalls, Fortress of Immortality: Weremoose Apocalypse
Post by: TheFlame52 on April 21, 2017, 02:55:58 pm
Screw it, just let everyone get infected. Once a month you'll have to burrow everyone in a quarantine room while they transform, so they don't destroy everything. Otherwise, you have a godly military force once a month.
But loyalty cascades mean they kill each other. Even when untransformed.
Title: Re: Bloodyhalls, Fortress of Immortality: Weremoose Apocalypse
Post by: Sanctume on April 21, 2017, 04:26:12 pm
We only have 4 picks, 2 or 3 axes, and a crossbow with bone bolts.  We will have legendary wrestlers and biters though.
Title: Re: Bloodyhalls, Fortress of Immortality: Weremoose Apocalypse
Post by: Sanctume on April 22, 2017, 03:39:52 pm
Crap. had a nice-ish result after Hematite fullmoon, but when migrants came, it crashed.  DF simply closed without even a df.exe error dialog.  The last announcement I saw was Flech Ball has transformed into human!

I'll see what I have last saved, and re-try again later.
Title: Re: Bloodyhalls, Fortress of Immortality: Weremoose Apocalypse
Post by: TheImmortalRyukan on April 22, 2017, 05:12:54 pm
Can I ask for a later turn... I really doubt my abilities to pull us out of this nosedive. I'll give it a shot but don't expect too much
Title: Re: Bloodyhalls, Fortress of Immortality: Weremoose Apocalypse
Post by: TheFlame52 on April 22, 2017, 05:38:53 pm
Crap. had a nice-ish result after Hematite fullmoon, but when migrants came, it crashed.  DF simply closed without even a df.exe error dialog.  The last announcement I saw was Flech Ball has transformed into human!

I'll see what I have last saved, and re-try again later.
I think the revival causes crashes sometimes but I don't know the exact circumstances.

Can I ask for a later turn... I really doubt my abilities to pull us out of this nosedive. I'll give it a shot but don't expect too much
I'll put you down as the last turn. You can go when you feel confident or there's nobody else.
Title: Re: Bloodyhalls, Fortress of Immortality: Weremoose Apocalypse
Post by: Herodian on April 22, 2017, 06:09:07 pm
Well, Sanctume, I wish you luck in providing me with something liveable to rebuild!
Title: Re: Bloodyhalls, Fortress of Immortality: Weremoose Apocalypse
Post by: TheImmortalRyukan on April 22, 2017, 06:44:26 pm
I still want the next turn, just voicing doubts over my competence in bringing forts BACK from the brink, I usually drive them TO it
Title: Re: Bloodyhalls, Fortress of Immortality: Weremoose Apocalypse
Post by: TheFlame52 on April 22, 2017, 07:08:54 pm
I'm sticking you after Herodian then.
Title: Re: Bloodyhalls, Fortress of Immortality: Weremoose Apocalypse
Post by: TheImmortalRyukan on April 22, 2017, 07:13:44 pm
I'm sticking you after Herodian then.

😂 thx
Title: Re: Bloodyhalls, Fortress of Immortality: Weremoose Apocalypse
Post by: Sanctume on April 22, 2017, 09:15:27 pm
Crap again.  Manage to pick up from Hematite to Malachite.  I saved on 13 Malachite.  Fullmoon happen.  Write lots of notes.  Waiting for the Berserks to be over.  Then crash on the 19th.

Of the 19 untainted, 4 died gloriously. Then this crash.  Knowing what I know now... I wonder if I can save those 4.  Here's to a replay (after dinner).


Title: Re: Bloodyhalls, Fortress of Immortality: Weremoose Apocalypse
Post by: Imic on April 23, 2017, 02:06:46 am
Could you dorf me as one of the builders? A mason or a miner will do. Please.
Title: Re: Bloodyhalls, Fortress of Immortality: Weremoose Apocalypse
Post by: speciesunkn0wn on April 23, 2017, 10:14:38 am
This is awesome. XD Looks like there's still a few bugs to make sure the dwarfs res. as proper citizens. :P I'll be able to play when May comes around because I'll be out of college for the summer. Seems like fun, although I really hope that LNP can get up to the right version with its stuff...
Title: Re: Bloodyhalls, Fortress of Immortality: Weremoose Apocalypse
Post by: Sanctume on April 23, 2017, 02:46:33 pm
Could you dorf me as one of the builders? A mason or a miner will do. Please.

I got you hooked in , Capt Imic, and used you for some of the excerpts since my Sanctume is one of the cursed ones already.

Progressed to Galena fullmoon.  Hoping to get a post tonight.
Title: Re: Bloodyhalls, Fortress of Immortality: Weremoose Apocalypse
Post by: Sanctume on April 24, 2017, 12:00:47 am
Chapter 2: Weremoose Corral

1st Hematite, 251  Excerpts from the mumblings of Sigun Snakeorb

I, Sigun Snakeorb, the Savage Execution of Lashes, is now the expedition leader.  There are only the ten of us left untouched by the curse.  Capt Risen now commands The Outrage of Creations with me as Recruit Sigun, Hunter Asen, Recruit Onul, and Recruit Urdim.

The Fenced Meteors is captained by Miner Goden with Farmer Momuz, Mason Ushrir, Mason Olon, Wsmith Ingish.

The priority is to segregate “us” from “them”, because “they” are not akin to accepting labor at the moment.

My kills list are sadly from the citizens of this fortress: Unib Lakeslance the Turquoise Prince of Inking, Ingis Dikeshimmers, Aban Glazedoil, and twice for Fikod Sunnyrelic.

The North Ramp burrow is now deisignated for ”them”.  I hope they all go there peacefully. 

The Weremoose Corral burrow is set far to the south east on the surface.  These are for:
1.  wm Metal Kumil
2.  wm Dobar
3.  wm Litast
4.  wm Armor Ingiz
5.  wm Wood Cerol
6.  wm Wsmith Feb
7.  wm Udib
8.  wm Mech Ablel

Wsmith Ingish just finished killing wm Miner Ubid with a kick in the head.  There is still a brawl against wm Wsmith Feb.

2nd Hematite.  The fighting stopped abruptly after the dead transform back to dwarfs.

Three kobolds thieves: Plif, Kulu, and Krodo flee away from the sight of your predicament.  I don’t blame them.

9th Hematite. A human caravan from Behal Puc has arrived but we’re still busy trying to gain control making doors, hatches, and a bridge.

Someone opened the tavern The Unsweving Lime to the public because we have 3 guests: the human Bard Fikod, Speardwarf Urvad, and Swordsdwarf Vabok.  The tavern is now reserved for citizens only.

Brawls still happen when dwarfs rises up from death to continue with their vengeful thoughts.

13th Hematite.  Miasma is pouring out of the central stairs.  I am anticipating another carnage when the moon rises once again.  All the bedrooms are removed from designation.  Miner Goden starts digging a small hideout to the south.  I hope our squads can station away there before the carnage begins.

17th Hematite.  Miner Gogen finished digging a room the south Hideout, so I order the 10 of us to station.  Recruit Urdim is on a table in the hospital, having lost the ability to stand, and Wsmith Ingish is still in the hospital bed.  And I, Sigun, too have to lay down in the hospital bed from injuries in my hands and feet.

19th Hematite.  The full moon rises and many more transformed into weremoose.

Spoiler: Summer Moon Chaos (click to show/hide)

Four of the beasts stayed in the Weremoose Corral burrow.  Each of these weremoose are given the title prefix of “wm”.  They started fighting each other.   wm Metal Kumil kicks wm Litast in the head to begin the chaotic night. wm Ubid K start brawling with wm Wood Cerol.


In the North Ramp burrow, Mason Rakust remains a dwarf in the middle of weremoose transformations.  wm Lor bites Mason Rakust’s finger, tearing apart muscles.  wm Civ Udil bites Mason Rakust in the head, tearing apart muscle.

And in one corner, wm Broker Kogan bites wm Cilob to begin their private brawl.

Spoiler: the North Ramp (click to show/hide)

In the fortress proper, a guineacok pet is being mauled by the weremoose: wm Ryukan, wm Imush, wm Tun, and wm Armor Ral.

I, Sigun, Urdim, and Ingish are stuck in the unsecured hospital.

Capt Risen locked himself in a room.

Medtob is choking in miasma in the hallway, and Stone Astesh is in the bedrooms.  Both remain as dwarfs for now, but the use to be kid, wm Nomal is wandering in a nearby hallway.

Spoiler: The Halls (click to show/hide)

On the east hall workshops, wm Mother Ubid is having a fight with wm Baby Asmel. wm Aban is just beginning to go berserk.

Spoiler: Mother and Baby (click to show/hide)

Six manage to station in the Hideout burrow.

Spoiler: We Hideout (click to show/hide)

Screams and curdling cries continue to be heard echoing in the stone halls.

Spoiler: When the Moon is Full (click to show/hide)

21st Hematite.  The chaos spilled out on the surface towards the visitors of the outdoor tavern, and the human merchants.

Spoiler: Chaos Depot (click to show/hide)

When everyone is no longer berserk and transform back to dwarfs, we get out of the Hideout to investigate the aftermath.  There are equipment to be claimed from the fallen visitors and merchants.

25th Hematite.   Excerpts from the journals of Capt Imic

Nine of us arrive and are greeted by blood-curdling screams.

I just met Cmdr Risen and he immediately give me a promotion to captain my own squad,  The Oily Marks.  I shall lead my seven companions.  Cmdr Risen requested that my 8th companion, Hammer Etur, join to his squad because Etur is the most skilled as a novice hammerman.

My seven companions are Surgeon Degen, Wood Doren, Wood Kogan, Mason Meng, Smith Datan, Farmer Ustuth, and Farmer Edem.  I, began searching for an available pick to help dig the Hideout.

4th Malachite  The cursed Smith Kol, a High Master Bowyer has been possessed.
Ustuth O built a bowyer shop, and Kol was removed from out of North Ramp burrow.  Nine days later, Kol creates a jagged walnut wood crossbow.  Xbow Onul seized it for herself.

Malachite, 251.  Excerpts from the nightmare of Commander Risen
Spoiler: It was just a dream (click to show/hide)

13th Malachite.  Excerpts from the journals of Capt Imic

I, Capt Imic, am thankful for Cmdr Risen’s dream warning.  Risen gave up his room with a door and gave it to Goden.  We locked the hospital door before anyone else may not can enter and hope Sigen and Ingish will not die of thirst. 

We order for station sooner in the Hideout.  Unfortunately, Recruit Urdim deems it important to get a drink, and thus succumb when the full moon’s chaos arrive.

19th Malachite.  The berserk is over for now.  Eighteen of us remain.

We will move any weapons in the lower level of the hideout. 
Then we will move food and drinks, then expand room by room.  Go, go!

Cavern 2 will be opened and the Weremoose Corral burrow will be moved down there.

The North Ramp burrow, we will be cleared of any citizens and reserve for those newly tainted.

25th Malachite.  The news from the Weremoose Corral in cavern 2 is that magma has been discovered.  Indeed, there is a magma tube in cavern 2 that connects down to cavern 3.  Maybe the cursed ones can fall down there and not come back!

4th Galena.  A new month, and so we dig a new room for our tavern, The Garlic of Ringing, in the Hideout, and set exclusively for citizens only.  The tavern, The Unswerling Lime, has been removed.

11th Galena.  Excerpts from the journals of Cmdr Risen

The Hideout burrow is expanded for the future constructions and dig sites.  I called for a civilian alert to activate Hideout.  And I was immediately horrified as the cursed dwarfs all began coming over as if they still belong.  I cancelled the civilian alert for Hideout, and instead activated Weremoose Corral.  After watching everyone head down to cavern 2, I ordered the squads to station, and this somewhat separated us from them.

But there are some cursed who aren’t moving towards cavern 2.  What is worrying most was the full moon is almost here, and Capt Imic and his companions are overcome by exhaustion and slept outside the Hideout.

Spoiler: exhausted companions (click to show/hide)

Here’s a glimpse of The Weremoose Corral showing it’s chaos in cavern 2.

Spoiler: the Weremoose Corral (click to show/hide)

15th Galena.  The tricky part is how to shut close cavern 2 gate.  A plan.  Build door before Cavern 2 bridge to help secure when pulling bridge close.  Build a hatch path towards cavern 2 as alternate entry. 

And then dig a room designated as some meeting room, but with a trap-door floor to drop its occupants in cavern 2.

Spoiler: Cavern 2 Plan (click to show/hide)

Summer is almost over.
Title: Re: Bloodyhalls, Fortress of Immortality: Weremoose Apocalypse
Post by: speciesunkn0wn on April 24, 2017, 08:40:05 am
Could I be dorfed as someone from the military? :D Also, see if cage traps work in capturing the ones still roaming. If they do, you can throw the cages into the second cavern.

Couldn't you have made a second fort, rather than expand off where they're known to roam?
Title: Re: Bloodyhalls, Fortress of Immortality: Weremoose Apocalypse
Post by: Sanctume on April 24, 2017, 01:34:44 pm
They can't be cage trapped because they show up in the Unit List as part of the fortress. 
But they cannot be assigned labors to do stuff, nor be assigned to a squad. 
The visitors are shown friendly after they transform back. 
And weremoose are trap avoid and destroy workshops. 

The Hideout burrow is a separate fortress with a hatch from above type of locking for now. 
I plan to build a wall on the surface to secure the farms from tree growing and leaving a hole on the ceiling. 

I do plan to use the current Hospital as part of the Hideout.  However, sometimes injured cursed dwarfs are brought over there to Rest then turn. 
The 2 patients Sigun and Ingish seemed to have been ignore while they were in bed or traction bed during the full moon even when one of the bed has a weremoose turning and remaining in bed. 

One big problem is body parts and teeth are scattered all over.  Sometime, they res back outside the cavern 2 Weremoose Corral burrow. So they die there during a full moon, res back elsewhere and turn weremoose again since it is still a full moon. 

It's just too dangerous for the uncurse because there is no time to train, nor we have metals to make armor, or even decent weapons.  We have galena ores some 50+z below the central stairs.

I am slowly making garbage chute with atom smasher.   It will be at least 5z deep, with natural smoothed walls in some levels, and magma-safe atom smasher at the bottom.

Title: Re: Bloodyhalls, Fortress of Immortality: Weremoose Apocalypse
Post by: Spriggans on April 24, 2017, 01:58:37 pm
Loving it.

Kind of remind me of that korean movie : "last train to busan" :P
Title: Re: Bloodyhalls, Fortress of Immortality: Weremoose Apocalypse
Post by: speciesunkn0wn on April 24, 2017, 05:45:43 pm
They can't be cage trapped because they show up in the Unit List as part of the fortress. 
But they cannot be assigned labors to do stuff, nor be assigned to a squad. 
The visitors are shown friendly after they transform back. 
And weremoose are trap avoid and destroy workshops. 

The Hideout burrow is a separate fortress with a hatch from above type of locking for now. 
I plan to build a wall on the surface to secure the farms from tree growing and leaving a hole on the ceiling. 

I do plan to use the current Hospital as part of the Hideout.  However, sometimes injured cursed dwarfs are brought over there to Rest then turn. 
The 2 patients Sigun and Ingish seemed to have been ignore while they were in bed or traction bed during the full moon even when one of the bed has a weremoose turning and remaining in bed. 

One big problem is body parts and teeth are scattered all over.  Sometime, they res back outside the cavern 2 Weremoose Corral burrow. So they die there during a full moon, res back elsewhere and turn weremoose again since it is still a full moon. 

It's just too dangerous for the uncurse because there is no time to train, nor we have metals to make armor, or even decent weapons.  We have galena ores some 50+z below the central stairs.

I am slowly making garbage chute with atom smasher.   It will be at least 5z deep, with natural smoothed walls in some levels, and magma-safe atom smasher at the bottom.

Atom smasher you say? That's how to get rid of the body parts, and then the weremoose! >:D Chuck the body parts in, smash 'em, then put the weremoose in and smash 'em.
Title: Re: Bloodyhalls, Fortress of Immortality: Weremoose Apocalypse
Post by: TheFlame52 on April 24, 2017, 07:01:35 pm
Can you use tweak/makeown to fix the troubles with giving orders?
Title: Re: Bloodyhalls, Fortress of Immortality: Weremoose Apocalypse
Post by: Sanctume on April 24, 2017, 10:24:16 pm
Can you use tweak/makeown to fix the troubles with giving orders?

I never used it before. I'll google it and test.  But do we want 20+ weremoose training 24/7 in the caverns? hehe
Title: Re: Bloodyhalls, Fortress of Immortality: Weremoose Apocalypse
Post by: TheFlame52 on April 24, 2017, 10:50:58 pm
I never used it before. I'll google it and test.  But do we want 20+ weremoose training 24/7 in the caverns? hehe
You know the answer to that question. And it's not even cheating, it's just fixing something that's broken.
Title: Re: Bloodyhalls, Fortress of Immortality: Weremoose Apocalypse
Post by: speciesunkn0wn on April 24, 2017, 10:59:25 pm
I never used it before. I'll google it and test.  But do we want 20+ weremoose training 24/7 in the caverns? hehe
You know the answer to that question. And it's not even cheating, it's just fixing something that's broken.

When the maker of a succession game suggests something and says it's OK, it's ok. XD Plus, 20+ weremoose= amazing military.
Title: Re: Bloodyhalls, Fortress of Immortality: Weremoose Apocalypse
Post by: Sanctume on April 24, 2017, 11:16:38 pm
It did not work.  I selected unit 'Sanctume' using the cursor k.
Typed "tweak makeown" in the dfhack console, result "ownership for 0 clothes fixed."
Still can't assign labor, and ineligible for military.

Title: Re: Bloodyhalls, Fortress of Immortality: Weremoose Apocalypse
Post by: TheFlame52 on April 25, 2017, 11:16:06 am
well shit
Title: Re: Bloodyhalls, Fortress of Immortality: Weremoose Apocalypse
Post by: Sanctume on April 25, 2017, 12:57:05 pm
The scary part is that most of them are high master fighters.  They punch, fight, die, raise back up to repeat.  Meanwhile, our "real" military do not even have a barracks yet.

I'm on the 9th month, and I will need some more time, probably until up to this weekend. 
Reading my notes, it's "routine" shit of setting the burrow, and stationing the military, but with minor differences each pre-full-moon routine. 

The last season threw me off from 2 crashes.  So far in autumn, no crashes.  But I play until some project plans are set, then save. 

It's a bit tedious, but I manage to update everyone's profession title. Not nicknames for the un-named dorfs.  The profession title shows up in the combat reports.  The "wm" is kinda ugly, but it will do.

Also, adding here to remind myself that I did not keep notes on Ghosts.  I think I slabbed 5 so far, but I did not look to see if those failed to resurrect.

Title: Re: Bloodyhalls, Fortress of Immortality: Weremoose Apocalypse
Post by: Sanctume on April 26, 2017, 12:28:48 am
Chapter 3: Bloodyhalls, Hideout

1st Limestone, 251  Excerpts from the journals of Cmdr Risen

Autumn has come.  The three visitors: Human Bard Fikod, Speardwarf Urvad, and Swordsdwarf Vabok are all weremoose.  They were lured to go to cavern 2 when the meeting room is set there.

However, when they die, they resurrect back to a random body parts strewn about in the fortress.

13th Limestone.  Speardwarf Urvad is berserking about the fortress.  Despite most of the cursed are in the Weremoose Corral, there are some that still transforms in unsecured areas.  It is not safe outside the Hideout during full moon.

Thirteen of us stationed in the Hideout.  After locking the hatch, station orders are cancelled so we can move about doing labors in this our confinement. 

During this chaos, the human outpost liaison Omon Turarismal from Tekkud Azoth arrived. 

I hope they aren’t attacked and get infected to fuel more chaos on the surface.

wm Civ Fikod resurrected and transformed near the surface and immediately attacked the caravan who were first to enter the trade depot.  Two other wagons and three traders with pack animals start fleeing to the northeast.

15th Limestone.  The monthly chaos ends, and the human liaison patiently waits at the edge of the region, unmoving. 

20th Limestone.  We are going to to tap the murky water and channel it down to a gravity filter to fill our indoor well.

Two separate bridge locks that will connect to the hospital, and central stairs room of the old fortress are ready.  The next step to commit to digging one wall layer to create this path.  It is not needed now, but perhaps someday.

The garbage smasher in the original fortress is completed, but the lever control is there.  Perhaps we will put a lever in the Control Room to remote access this garbage smasher.

Orders for slabs to be engrave are queued.  We engraved and memorialized for the ghosts of Tun, Leader Dobar, and Minkot B.

The Outpost Liaison shared old news about our fortress.
Spoiler: old news (click to show/hide)

28th Limestone.  The trapdoor room for cavern 2 is smoothed.  The floors are slowly being channeled so that a retracting floor can be installed and drop its occupants down to Weremoose Corral.

1st Sandstone.  Datan Inkysweltered is now ‘Species Unknown’

13th Sandstone.  Our full moon actions are becoming routine: activate the Weremoose Corrall burrow, and then station our squads in the Hideout.  It is working out so far, and good for our safety.  The meeting area is moved cavern 2 as it seems to work well because the cursed guest also go there.

19th Sandstone.  Wood Kogan is taken by a fey mood and claims a craftsdwarf shop in the Hideout.  4 days later, Kogan begins a mysterious construction.  And 3 more days after, a pecan wood toy boat is created with an image of an elf and a marsh titan.  It’s worth ☼7200.

Seven migrants arrived, despite the danger.  Cmdr Risen assigned Capt Olon C, a competent macedwarf, to lead his new squad, The Trustworthy Quakes.
Mace Tun E
Mason Deler S
Mason Kulet K
Mech Ushrir D
Farmer Ezum A
Farmer Iteb M

3rd Timber.  Anticipating a new moon soon, The Weremoose Corral burrow is activated, and the 4 squads are to station in the Hideout.

14th Timber. We tapped a murky pool on the surface, and water begin to filter down and fill the well cistern.

27th Timber.  Omon, a human animal caretaker is helping construct some floors, or hauling logs to put in the stockpiles inside the Hideout.  This is a very suspicious activity. 

Spoiler: helpful cursed human (click to show/hide)
No, Omon is not a citizen, nor can labors or military duty be assigned.

We discovered the existence of a free iron anvil in the trade depot.  We are digging a small forge area inside the Hideout so we can smelting some galena.  We need a silver chain for the well.

2nd Moondstone.  A Wild Troll shows up in cavern 2 unmolested.  When the hatch is unlocked to set burrow for the pre-full-moon routine, the troll gets out of cavern 2 and begins destroying the hatch. 

No time to fight it now, we are stationing in the Hideout.  Omon has already left and gone to the Weremoose Corral.

We busy ourselves placing 30 beds in private bedrooms.  We will need hatches, doors, coffers, and cabinets.

6th Moondstone.  Omon, that human animal caretaker is indeed a weremoose.  She transformed on the surface.

8th Moondstone. The chaos seems to be done after a day and a half.  Some of the miners are continuing the digging of the arena project. 

The Garbage Smasher is working, and can be controlled in the Control Lever room.

27th Moonstone.  A Forgotten Beast Mevena has come.  A towering blob composed of ash.  It has a broad shell and it undulates rhythmically.

Spoiler: FB Mevena (click to show/hide)

A Blind Cave Ogre is also wandering cavern 2 and was shut out by the hatch.

Mevena has come to visit the Weremoose Corral.  The full moon isn’t expected to rise in over a week.  It would be interesting to see this fight.  But to my disappointment, one kick from wm Smith Kol kills Mevena.

4th Opal.  The full moon’s chaos is pretty much routine in cavern 2.  And we use this time to Socialize, tell and listen to stories.

Spoiler: full moon social (click to show/hide)

18th Opal.   Another forgotten beast, Upe has come in cavern 1.   It is a great crocodile with wings, purple taupe scales, and spews poisonous gas.  Cavern 1 is locked, so we will ignore Upe.
Spoiler: upe (click to show/hide)

Obsidian, 251.  Excerpts from the journals of Sigun Snakeorb, Expedition Leader of Bloodyhalls
There are two full moons this last month, and we managed alright.

Twenty five of us spread into 4 squads are the true citizens of Bloodyhalls. 

Our Hideout burrow has grown with 30 private bedrooms.

The farms has both indoors and outdoors plants.

We are slowly taking the booze stocks from the old fortress, and also making our own lavish meals.  We have our own well, with water source filtered via gravity from the murky pools above which replenishes when it rains.  The lever the controls the water to fill the well cistern is behind constructed walls for our own safety. 

There is a Control Room with noted levers.  There are notes on both functioning lever and target bridge.  One lever remains unlinked, and reserved for the south bridge of the arena, whenever that bridge is built. 

Speaking of arena, 6 z-level are dug, with the arena floor (z+0) and level above (z+1) have walls that are naturally smoothed to prevent climbing out.  The stone layers from z+2 and z+3 aren’t smoothed, but these can be smoothed when rooms are built, and gem windows are installed for viewing the fights.  When the combatants are pitted down here in the future. 

There are plenty of quartzite stones and it keeps the mechanics and masons busy.  Some even dabble in stone crafting to engrave slabs for few ghosts. 

A couple of forges from anvils left behind by merchants let us make silver weapons from the galena ores.

We also started building walls on the surface around the Hideout, with an elevated bridge entry.  The rest of the walls are still under constructions, however.

A lever is connected to the garbage smasher in the old fortress.  Some body parts that are thrown down there have already resurrected.  They are trapped and unable to climb out due to some layers are naturally smoothed stones.

There is also a small meeting room above cavern 2.  It has feather wood floors that can be retracted to drop those inside, and fall down to The Weremoose Corral.  The lever to control the floor is in the Control Room in the Hideout.

The human Bard Fikod and Sworddwarf Vabok hangs around the old fortress hospital, where wm Mason Aban has been in bed for over half a year.  Each month, these three weremoose fight in the hospital.  It is dangerous to setup a hospital inside the Hideout, because the injured cursed dwarfs may be carried to the hospital where they can turn during the full moon and cause chaos where it is not wanted.

This year is ending, and I am about to attend the full moon social gathering in Bloodyhalls, Hideout.

The Save: Bloodyhalls, Immortal Fortress - End of Sanctume's Turn, 252-01-01 (http://dffd.bay12games.com/file.php?id=12862)
Title: Re: Bloodyhalls, Fortress of Immortality: Weremoose Apocalypse
Post by: Herodian on April 26, 2017, 01:21:47 am
Well, things seem to have stabilized quite well, fortunately for me! I'm going to need to work out the whole full moon burrow thing fast.
Title: Re: Bloodyhalls, Fortress of Immortality: Weremoose Apocalypse
Post by: Sanctume on April 26, 2017, 01:45:48 am
Well, things seem to have stabilized quite well, fortunately for me! I'm going to need to work out the whole full moon burrow thing fast.

Full moon dates are in the wiki.  I did a conservative 4 days to station the 4 squads in the Hideout burrow, while activating a civilian alert burrow for Weremoose Corral.  I assigned the cursed citizens in the the weremoose corral burrow.

Then I manually forbid the hatch and door in cavern 2 (hotkey F7).
And I also manually forbid the hatch and door in the Hideout burrow (hotkey F4). 
Check the N for notes on which ones in the Hideout. 

Title: Re: Bloodyhalls, Fortress of Immortality: Weremoose Apocalypse
Post by: Spriggans on April 26, 2017, 03:16:15 am
Ahah xD I think this was one of the Funniest 2nd year I've heard of in a long time :)
Fun all around the corner, things can only go bad good either way from now :P

Very nice idea, TheFlame. Makes for good stories ;)
Title: Re: Bloodyhalls, Fortress of Immortality: Weremoose Apocalypse
Post by: speciesunkn0wn on April 26, 2017, 05:04:15 am
Well, nice to know it's gone well so far. And even got migrants! What does the death page look like? XD

So I guess we wait until all the body parts are inside the Corral, right?
Title: Re: Bloodyhalls, Fortress of Immortality: Weremoose Apocalypse
Post by: Sanctume on April 26, 2017, 08:29:34 am
I turned down the volume of Soundsense. 

I would hear 20+ growls from transforming weremoose, followed by curdling cries of the dying from "... struck down", and then a spam of "dun dun dun" sound from "... has been found dead", and a fading echo of distant fighting sounds as if sparring, but these are from those still alive and chasing and shredding each other to body parts. 

The weremoose corral is patches of 11x11-ish areas in the muddy floor of cavern 2.  It is not an open field, but it is a maze-like of tunnels and pillars of stone. 

That climax in the peak of the full moon is just the opening scene of the chaos.  Random resurrects happen to wherever a valid body part lays on the floor.  And since the full moon is still in effect, they remain berserk and continue their violence.  Not everyone is down in the corral, so fights can happen in the old fortress, especially in the hospital where one stubborn cursed dwarf stays in bed for many months now and two human visitors likes to hang out.

This chaos continues throughout the next day of the full moon until it dies down on the 2nd day where another cacophony of sounds from 20+ "... transforms into a dwarf!" 

Some lingering revenge thoughts is still present as brawls continue but does not effect those not part of the conflict.  At this time, the chaos has settled down, and some semblance of order begins. Or at least the uncursed can continue to labor on projects, including replacing broken doors and hatches--or making that arena! :)

Edit, I wanted to add these before I forget:

p.s. 1 - I did witness the human Omon proceed to help dump body parts to a garbage zone near the surface. 
It will probably possible to paint the weremoose burrow leading to the hole which drops down to the magma tube in cavern 3. 
Set a garbage zone there and see if those in the weremoose corral burrow will help dump body parts and clean cavern 2.

p.s. 2 - Also, remember the Friendly Trolls back in chapter 1?  There was 1 then 2 then 3?  Well, the GCS is gone but there is a Troll vs Troglytes(sp?) wars going on in cavern 1.  The count of Friendly Trolls has been increasing.  It might be fun to dig a ramp from cavern 1 down to cavern 2 and 3 and set the garbage zone to dump body parts onto the magma tube.
Title: Re: Bloodyhalls, Fortress of Immortality: Weremoose Apocalypse
Post by: TheFlame52 on April 26, 2017, 01:39:45 pm
Herodian, it's your turn.
Title: Re: Bloodyhalls, Fortress of Immortality: Weremoose Apocalypse
Post by: Herodian on April 26, 2017, 04:28:01 pm
I'll hopefully have my first post up some time tomorrow evening!
Title: Re: Bloodyhalls, Fortress of Immortality: Weremoose Apocalypse
Post by: TheFlame52 on April 26, 2017, 04:56:29 pm
PLAN
1. Make a temple to a god
2. Put a few statues in the temple
3. Catch a few trolls in cage traps (don't use the one we already have, that one's a weremoose)
4. Release the trolls in the temple one at a time, let them knock over statues, then recapture them
5. Figure out which troll is a vampire
6. Make a well with spikes at the bottom
7. Drop troll down the well
8. Have uninfected dwarves drink from well
9. Dwarves are now vampires, and therefore immune to werebeast curses
10. Profit!
Title: Re: Bloodyhalls, Fortress of Immortality: Weremoose Apocalypse
Post by: TheImmortalRyukan on April 26, 2017, 11:22:17 pm
PLAN
1. Make a temple to a god
2. Put a few statues in the temple
3. Catch a few trolls in cage traps (don't use the one we already have, that one's a weremoose)
4. Release the trolls in the temple one at a time, let them knock over statues, then recapture them
5. Figure out which troll is a vampire
6. Make a well with spikes at the bottom
7. Drop troll down the well
8. Have uninfected dwarves drink from well
9. Dwarves are now vampires, and therefore immune to werebeast curses
10. Profit!

(http://i.imgur.com/icQVDhd.jpg)

Yeah, there may be one, two, or ten holes in that plan
Title: Re: Bloodyhalls, Fortress of Immortality: Weremoose Apocalypse
Post by: Sanctume on April 27, 2017, 08:36:40 am
This was my original plan before the Weremoose came

(http://i.imgur.com/49Zmpwu.png)
Title: Re: Bloodyhalls, Fortress of Immortality: Weremoose Apocalypse
Post by: Herodian on April 27, 2017, 12:38:53 pm
For real, barring troll blood shenanigans, is there anything I desperately need to get to work on? Otherwise, I'll probably get to smoothing things, cleaning up and preparing for more competent successors.
Title: Re: Bloodyhalls, Fortress of Immortality: Weremoose Apocalypse
Post by: Sanctume on April 27, 2017, 01:35:50 pm
For real, barring troll blood shenanigans, is there anything I desperately need to get to work on? Otherwise, I'll probably get to smoothing things, cleaning up and preparing for more competent successors.

The fortress is yours.  Feel free to pursue your dreams. 

You want a cat bathtub.  Go for it!

You want to exclusively just plant Sunshine and brew them, and export them?  Sound fun!

You want to train squads using silver spears and leather robes?  Kinky!
Title: Re: Bloodyhalls, Fortress of Immortality: Weremoose Apocalypse
Post by: Herodian on April 27, 2017, 03:50:39 pm
1st Granite, 252

My name is Herodian, Engraver and Weaponsmith extraordinaire, and it seems as if I have been chosen as overseer for the year. I cannot say the task does not daunt me, the step from stone detailing and weaponcrafting to command over the lives of thirty of our fellows is a rather large one, but it is my duty, and I shall do it. The first order of business, naturally, is to smooth out the walls of our hideout. We spend such a great deal of time in here that it seems like folly to leave it such a mess. In the immediate aftermath of the infection, much of the fortress was filled with debris, and I should hope to begin the process of cleaning the place out.

6th Granite

The poor blighted folk down below have turned back. They stay down there, and we stay up here, behind plenty of sealed gates, thank you very much. A few wander, but the majority of the central fortress is clear. At least, clear of weremoose, not of several tonnes of gore.

12th Granite

I am acquainting myself with the strange machinery of the control room, and as I survey the various notes left by my predecessor, I found myself captivated with the magma, deep in the earth below. I may have found a solution to our bodily debris issue, if Only I have the mechanical acumen to put it into place. The masons yet available have been set to work at their various tasks, those idle from work have been set to smoothing out, and food production continues cleanly.

13th Granite

I know what my project shall be. I must carry the magma from below to our level, for use in burning the remnants of our wretched fellows. We cannot risk the dangerous journey for each tooth, and my project shall perhaps expand from then on, if I am given the chance to pursue it. The red gleam of the earth shall grace these halls if I have any say in it. I must simply find some material capable of bearing the magma for pipes. I do not know of any sand available for glass, silver and zinc melt too easily, and we cannot use anything else for pip sections. It is a conundrum I will have to face soon.

18th Granite

Nether Cap! The great mushrooms of the caverns, through some strange attribute of their own, are peculiar in their temperature, and will not burn in Magma. It will be hazardous to harvest the logs needed, but we shall do it, our intrepid woodsmen (Perhaps spelunkers is a wiser word) shall set to work immediately. As they work below, the great Trog-Troll war continues, with perhaps fourty combatants absorbed in the bloodshed. We in the hideout are preparing for the coming full moon, and I shall be cautious to summon the spelunkers back for the social when the time comes. Our waylaid brethren are now all confined in the cavern. So long as they do not die, or are only returned to the world from fragments in the caves, they shall stay that way.

Sorry this is brief, but it took some time to get into the swing of things!
Title: Re: Bloodyhalls, Fortress of Immortality: Weremoose Apocalypse
Post by: speciesunkn0wn on April 27, 2017, 07:23:45 pm
I've got a fantastic idea when it comes to the temple thingy! Build a temple to Armok and dump all the weremoose body parts into it, then move the WM Corral into it. Let them coat the floor and walls in blood!!! AHAHAHAHHAAHAH! BLOOD FOR THE BLOOD GOD! BONES FOR THE BONE THRONE! Rivers of magma could flow through it and be used as garbage dumps too.
Title: Re: Bloodyhalls, Fortress of Immortality: Weremoose Apocalypse
Post by: Spriggans on April 28, 2017, 01:59:34 am
Yay. That opens esthetical ideas :
- Turn off cleaning labor on everyone.
- Place the WM (plural) in the part of the fortress you desire.
- Let some time pass.
- Enjoy your new dark red antichambers.

Variation : unsing trolls, you may aquire cyan antichambers to fake the great microcline or adamantine builds !


EDIT :
Now that I think about it, important question : Do weremoose vomit if they get cave adapted ?
Because the wiki says "After vomiting once, a creature will begin to retch, bringing up nothing. The retching will continue in place of vomiting until the creature eats again"
Now, infected dwarves never eat. They are never too hungry : they transform and reset their hunger-bar every time IIRC, and so, never express the need to eat.
Since they don't eat, they won't vomit right ?

So you may reliably pain the floor dark red with no stains of green ;)
Title: Re: Bloodyhalls, Fortress of Immortality: Weremoose Apocalypse
Post by: Spriggans on April 28, 2017, 03:56:14 am
Double post, but yay, who cares.

I have made a df hack script fix ! :D * confettis poping *

It fixes raised dead dwarves labors/military/nobles/and such. It allows you to control the raised dwarves as if they never died.
It uses tweak/makeown. But makes it work on all the dwarves of the Citizen screen.

Installation instructions
- get dfhack installed on your pc
- go to the " \hack\scripts " folder
- create a file. Name it   wmMakeown.lua
- open it
- copy/paste the content of the spoiler below. Save the file and close it.
- start df and the save
- by typing wmMakeown on the console, you'll get the usage instructions of the script
- use the script and enjoy your fixed army of undying dorfs

Spoiler: wmMakeown.lua (click to show/hide)


There are two ways to use the script :
- Either select one unit and fix this unit. This is very reliable as you are sure which unit is being fixed.
- Or specify "-all" option, and let the script loop through all units in the game, figuring out when to fix a unit or not. => This is 95 to 99% safe. As I made sure to only fix units that are "dwarves of your civ, not merchants nor diplomats, not insane, nor zombies nor dead". But in certain instances, you may call a makeown on someone inintended. Though I doubt it. Better be carefull and save before calling it when many visitors are there.
Title: Re: Bloodyhalls, Fortress of Immortality: Weremoose Apocalypse
Post by: speciesunkn0wn on April 28, 2017, 02:13:36 pm
Double post, but yay, who cares.

I have made a df hack script fix ! :D * confettis poping *

It fixes raised dead dwarves labors/military/nobles/and such. It allows you to control the raised dwarves as if they never died.
It uses tweak/makeown. But makes it work on all the dwarves of the Citizen screen.

Installation instructions
- get dfhack installed on your pc
- go to the " \hack\scripts " folder
- create a file. Name it   wmMakeown.lua
- open it
- copy/paste the content of the spoiler below. Save the file and close it.
- start df and the save
- by typing wmMakeown on the console, you'll get the usage instructions of the script
- use the script and enjoy your fixed army of undying dorfs

Spoiler: wmMakeown.lua (click to show/hide)


There are two ways to use the script :
- Either select one unit and fix this unit. This is very reliable as you are sure which unit is being fixed.
- Or specify "-all" option, and let the script loop through all units in the game, figuring out when to fix a unit or not. => This is 95 to 99% safe. As I made sure to only fix units that are "dwarves of your civ, not merchants nor diplomats, not insane, nor zombies nor dead". But in certain instances, you may call a makeown on someone inintended. Though I doubt it. Better be carefull and save before calling it when many visitors are there.

Huzzah! You are the savior of the fortress!
Title: Re: Bloodyhalls, Fortress of Immortality: Weremoose Apocalypse
Post by: TheFlame52 on April 28, 2017, 04:57:09 pm
Awesome, thank you! I'm putting a link to this post in the OP and recommending its use for those playing the fort.
Title: Re: Bloodyhalls, Fortress of Immortality: Weremoose Apocalypse
Post by: Sanctume on May 03, 2017, 01:27:31 pm
Are we still in a good biome that SENTIENT:CAN_RESSURECT?
Title: Re: Bloodyhalls, Fortress of Immortality: Weremoose Apocalypse
Post by: TheFlame52 on May 03, 2017, 05:02:24 pm
Hey Herodian could you post another update? That would be great, thanks.
Title: Re: Bloodyhalls, Fortress of Immortality: Weremoose Apocalypse
Post by: zazq on May 08, 2017, 05:48:21 pm
oops forgot to pay attention to this fortress.  please remove me from turn queue.
Title: Re: Bloodyhalls, Fortress of Immortality: Weremoose Apocalypse
Post by: TheFlame52 on May 08, 2017, 05:58:19 pm
Alright.

Herodian, I really don't want to skip you, but if Ryukan finishes his turn at Slaughterhelm before you post another update, I will.
Title: Re: Bloodyhalls, Fortress of Immortality: Weremoose Apocalypse
Post by: Spriggans on May 15, 2017, 03:57:24 am
Is it dead ? :'(
Title: Re: Bloodyhalls, Fortress of Immortality: Weremoose Apocalypse
Post by: TheFlame52 on May 15, 2017, 08:50:17 am
I sure hope not. You want a turn?