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Dwarf Fortress => DF Dwarf Mode Discussion => Topic started by: orius on July 12, 2012, 05:43:11 am

Title: Well, that was unpleasant.... (Masterwork DF)
Post by: orius on July 12, 2012, 05:43:11 am
In my continuing failure to successfully mod, I decided to check out a mod pack.  I went with Masterwork, because it seems to have a lot of interesting features. 

So I finally get a fort up and running, and things are going smooth during the first spring.  Then I get this weird combat report about a dwarf finding some carp idol and smashing it under his foot.  WTF?  Weird, but it added a bit of flavor, and there were a few more strange messages like that.  I started to ignore them, as they were becoming a distraction.  The first year went by without much incident, the migration waves only added 3 dwarves each though, so the fort was somewhat short on labor.  Finally spring comes around again, and I've got most of the basics running smoothly when a very unpleasant event occurred.

One of my crafters spontaneously turned into some kind of fish creature and immediately turned on my other dorfs.  Oh crap.  I quickly drafted the dwarves into a makeshift militia, but unfortunately, I hadn't discovered the iron deposits DFHack said was on the map.  So this fish thing ended up being pretty hideously strong, and it made short work of the dwarves in the fort, ripping off arms and kicking in skulls.  I just sat there watching this fiasco unfold, gritting my teeth, and waiting for the fort to crumble.  I figured I'd get a reclaim going with some weapons and armor, and send a small party of dwarves armed with axes and spears and some armored war dogs against this thing.  But it didn't finish off the expedition leader, the final survivor of the 13 dwarves I had.  No, instead it spent about 40 pages or so of combat smacking the dorf in the head with a silk shoe.  And then I lucked out, the spring migration wave came.

Instead of examining their skills, I just quickly drafted every last one of them into my army and hurled 20 some dorfs at this thing hoping they could overcome it with sheer numbers.  I told three of them to pick up and use the axe and picks I had as weapons, because fists and feet weren't doing much.  Anyway, the dwarf who was told to use the axe grabbed it and ran down to the pantry where there was a big brawl going on with the fish shit.  Then she swung the axe at the fish and chopped its head off.  I don't know exactly how many of the migrants got killed because I haven't checked the unit list.  But of the starting 7, plus the first two waves, one got transformed, 11 were killed, and the expedition leader survived, though he or she lost a hand.  On the bright side, the leader has some medical skills.

Rigth now, I'm doing some emergency cleanup.  I wasn't going to examine these migrants in detail, and I needed new dwarves in every profession I had set up.  I checked them with splinterz DT clone and assigned two new miners, two new builders (masons/mechanics/engravers), and a pair of doctors to care for the injured.  I assigned a new farmer so the crops that were growing won't rot on me (I hope) and a carpenter to make the bucket, splints and crutches that I'm going to need.  I'm going to need to set up some basic industries and one the miner get the graves I need dug out, I'm going to look to see just where the hell that iron is hiding at.  There's several unhappy dwarves though, so we'll need to pull through the next few weeks without hitting a nasty tantrum spiral.  The husband of the dwarf that killed this thing got moody just as the crisis ended, but luckily he just made a rock earring with some wood stuck on it, so that should at least cheer him up.  And the elves have arrived to trade as well.  Worse, I think whatever caused this is still going to trouble me, so I'm going to have to hunt whatever it is down and exterminate it.
Title: Re: Well, that was unpleasant.... (Masterwork DF)
Post by: Wellincolin on July 12, 2012, 06:02:37 am
That was weird. Are you sure this is related to Masterwork, though? Granted, this could be some weird lycanthropy modification. Lulz @ deadly werefish.
Title: Re: Well, that was unpleasant.... (Masterwork DF)
Post by: orius on July 12, 2012, 06:13:23 am
Almost positive.  I'm pretty sure this is one of the "Secret !FUN!" things Meph put in the mod, and it looks like it was inpsired by the Cthulhu mythos, but with a strong DF flavor, as in carp rather than Deep Ones.
Title: Re: Well, that was unpleasant.... (Masterwork DF)
Post by: Frontestro on July 12, 2012, 07:02:35 am
Well obviously he defiled the temple of some carp god. Just like in legends mode. However this is the first time I hear of a dwarf actually getting turned by defiling something in fortress mode. May be part of the mod...
Title: Re: Well, that was unpleasant.... (Masterwork DF)
Post by: Broseph Stalin on July 12, 2012, 07:39:24 am
Fucking carp cult. In the future if you ever see a weird combat report for a dwarf in masterwork you bury that fucker alive and you leave him buried.
Title: Re: Well, that was unpleasant.... (Masterwork DF)
Post by: tahujdt on July 12, 2012, 08:53:10 am
Fucking carp cult. In the future if you ever see a weird combat report for a dwarf in masterwork you bury that fucker alive and you leave him buried.
Actually, if you see the dwarf crushing the carp idol or finding a dead fish, that means that there is a cultmaster in the fort activating something that lets them do the finding an idol reaction. The dwarf doing the crushing is not the cultmaster. The cultmaster is one of your dwarves, and he will seem innocent until he is stopped by a ward.. Eventually, he will recruit others into the cult. You can find him by building a particular ward.
Title: Re: Well, that was unpleasant.... (Masterwork DF)
Post by: Replica on July 12, 2012, 01:36:45 pm
Secret masterwork carp cult, you need priests of armok to counter them.
Title: Re: Well, that was unpleasant.... (Masterwork DF)
Post by: orius on July 13, 2012, 02:17:45 am
Well, I managed to clean up a bit from the fish fuck.  Got the graves dug out, and the dorfs buried.  Counting the ones that later succumbed to their injuries, we lost 18 dwarves to this damn thing.  There's about 10 dwarves laying in the crude hospital I have set up, but things should be fine unless some don't recover from their injuries, I've got buckets, cloth, some soap and a traction bench for treating them. 
Title: Re: Well, that was unpleasant.... (Masterwork DF)
Post by: Corai on July 13, 2012, 02:21:37 am
Well, guess what?

ITS NOT OVER. You still have the carp cult leader in your fort. He will keep recruiting for dwarves to become carp beasts. And if you attempt to root him out, what do you get? Every single cultist turns at once.

Unless the carp thing killed him, but you still get more from migration waves.
Title: Re: Well, that was unpleasant.... (Masterwork DF)
Post by: JimmyBobJr on July 13, 2012, 03:23:36 am
Masterwork is quickly becoming more and more popular on the DF forums. Im loving it; it really is superior in nearly every way to Vanilla DF.

I once had a dwarf who was painting pentagrams in blood everywhere, only for him to later transform into a massive demon. Unfortunatly, a part of this transformation was a massive firey explosion.
In the middle of my dining room.
Carved out of Coal.
With 50 or so highly flammable dwarves.
And directly adjacent to the workshops.
Which were also carved out of coal.
Which were right next to the food stockpile.
...
Which held all the booze.

Coldbridges was anything but Cold that day.
Title: Re: Well, that was unpleasant.... (Masterwork DF)
Post by: Firehawk45 on July 13, 2012, 04:24:19 am
Masterwork is quickly becoming more and more popular on the DF forums. Im loving it; it really is superior in nearly every way to Vanilla DF.

I once had a dwarf who was painting pentagrams in blood everywhere, only for him to later transform into a massive demon. Unfortunatly, a part of this transformation was a massive firey explosion.
In the middle of my dining room.
Carved out of Coal.
With 50 or so highly flammable dwarves.
And directly adjacent to the workshops.
Which were also carved out of coal.
Which were right next to the food stockpile.
...
Which held all the booze.

Coldbridges was anything but Cold that day.

UHHHH, SHIIIIII*****

"Runs of to his fortress, drafts the woodworker who was painting pentagrams into the military and hurls him at the elves standing at the gates"

Dealt with.
Title: Re: Well, that was unpleasant.... (Masterwork DF)
Post by: Veetor on July 13, 2012, 08:41:03 am
So is this vanilla or masterwork? It's been a while I haven't played vanilla, with the necros and vampires and all.
Title: Re: Well, that was unpleasant.... (Masterwork DF)
Post by: ZeroSumHappiness on July 13, 2012, 09:02:52 am
So a demon dwarf created Silent Hill?  Sounds legit.
Title: Re: Well, that was unpleasant.... (Masterwork DF)
Post by: Firehawk45 on July 13, 2012, 09:30:45 am
So is this vanilla or masterwork? It's been a while I haven't played vanilla, with the necros and vampires and all.

Masterwork. Im using it only right now. Its the same thing with every game: I start playing with mods and the normal game suddenly seems boring. Guess i have to deal with it :D
Title: Re: Well, that was unpleasant.... (Masterwork DF)
Post by: UltraValican on July 13, 2012, 09:40:15 am
Holy shit, I never payed much attention to Masterwork, but I think I might give it a shot.
EDIT-Gotta put a rain check on that, I don't feel like redownloading and then uninstalling winrar. Why do people put up RAR files when zip is so much simpler?
Title: Re: Well, that was unpleasant.... (Masterwork DF)
Post by: jasonwill2 on July 13, 2012, 09:46:06 am
What is this masterwork I hear of?
Title: Re: Well, that was unpleasant.... (Masterwork DF)
Post by: Firehawk45 on July 13, 2012, 09:47:22 am
Its a huge pile of Mods, content, evil things and carp gods. Highly dwarfish. Look at the mod section of the forum, its like the biggest thread there ;)
Title: Re: Well, that was unpleasant.... (Masterwork DF)
Post by: tahujdt on July 13, 2012, 09:54:55 am
Holy shit, I never payed much attention to Masterwork, but I think I might give it a shot.
EDIT-Gotta put a rain check on that, I don't feel like redownloading and then uninstalling winrar. Why do people put up RAR files when zip is so much simpler?
Masterwork is a simply huge package. As a a matter of fact, Meph took out thte musci file to save space because the package was too big.
Title: Re: Well, that was unpleasant.... (Masterwork DF)
Post by: Altaree on July 13, 2012, 10:30:02 am
Holy shit, I never payed much attention to Masterwork, but I think I might give it a shot.
EDIT-Gotta put a rain check on that, I don't feel like redownloading and then uninstalling winrar. Why do people put up RAR files when zip is so much simpler?
get 7-Zip to take care of all your un-archiving needs.
http://www.7-zip.org/
Title: Re: Well, that was unpleasant.... (Masterwork DF)
Post by: Meph on July 13, 2012, 10:42:53 am
 8)

@orius: The threat should be over, with only one original survivor the cult is probably not in your fortress anymore.

@rest: Read this: The Purging of Shieldfrenzy (http://www.reddit.com/r/dwarffortress/comments/tx16y/the_purging_of_shieldfrenzy/), which is another story about the cult.
Title: Re: Well, that was unpleasant.... (Masterwork DF)
Post by: Firehawk45 on July 13, 2012, 10:58:38 am
8)

@orius: The threat should be over, with only one original survivor the cult is probably not in your fortress anymore.



It would be EPIC, if his last survivor WAS the leader, and he survived because of that. Shit, i see a awesome story aproaching :D
Title: Re: Well, that was unpleasant.... (Masterwork DF)
Post by: UltraValican on July 13, 2012, 11:19:45 am
Holy shit, I never payed much attention to Masterwork, but I think I might give it a shot.
EDIT-Gotta put a rain check on that, I don't feel like redownloading and then uninstalling winrar. Why do people put up RAR files when zip is so much simpler?
get 7-Zip to take care of all your un-archiving needs.
http://www.7-zip.org/
Thank. You. I'm genning a world now.  ;)
Title: Re: Well, that was unpleasant.... (Masterwork DF)
Post by: Veetor on July 13, 2012, 12:40:58 pm
Awesome this mod is. Sad that it is not vanilla.
Title: Re: Well, that was unpleasant.... (Masterwork DF)
Post by: orius on July 13, 2012, 04:09:08 pm
Well, guess what?

ITS NOT OVER. You still have the carp cult leader in your fort. He will keep recruiting for dwarves to become carp beasts. And if you attempt to root him out, what do you get? Every single cultist turns at once.

Unless the carp thing killed him, but you still get more from migration waves.

8)

@orius: The threat should be over, with only one original survivor the cult is probably not in your fortress anymore.


Yes, I suspect as much.  There's a decent chance the cult leader was killed during the rampage.  However, there's also the possibility that the cult leader was the expedition leader, who was the only survivor, meaning the threat is still around.  It's been nearly a year in game now, though, and there's no new activity, though the expedition leader was in the hospital for several months.  I'm keeping some of the gamelogs around in case this can make for an epic story.

I also got a siege going on somewhere.  However, the game focused in on the first cavern after the siege message appeared, and that's not been explored much.  I just pierced the cavern and sealed it up for exploratory purposes.  So I'm guessing the invaders are hanging around the edge of the map because there's no way for them to path to the fort, and I don't have the edges revealed yet.  Possibly they'll go away before too long.

Masterwork is quickly becoming more and more popular on the DF forums. Im loving it; it really is superior in nearly every way to Vanilla DF.

Probably because there's a lot of very good ideas, and many parts of the mod can be turned on and off so users can experience what aspects they want.

Also, beer rain (http://www.bay12forums.com/smf/index.php?topic=112902.msg3433216#msg3433216).

Why do people put up RAR files when zip is so much simpler?

RAR compresses files more than a zip file can.  It makes little difference if it's not a big file, but for larger files, the compression makes the RAR package smaller than a zip can.
Title: Re: Well, that was unpleasant.... (Masterwork DF)
Post by: orius on July 14, 2012, 08:08:15 am
Goddamn nightmares:

Spoiler (click to show/hide)

One fireball did that.  Killed a war dog, wiped out my lumber yard.  That dwarf standing there was on fire, so I did the right thing and sealed up my fort so she wouldn't run inside and start fires.  She survived, just got her head melted.  It should be fireproof now.  Unfortunately, there was another dorf inside who was already on fire so closing things off didn't really help much, and guess where he decided to go?  At least only a couple of barrels of booze exploded so I got lucky there.  Also, I wanted to make sure the fire reached the brook first, so the dorfs wouldn't run out there to get water or something and get lit up.  And yup, as soon as I finally did open the gate, a bunch of them ran down there to wash.

Are good biomes supposed to look like this?

(http://i.imgur.com/SPPpW.png)
Title: Re: Well, that was unpleasant.... (Masterwork DF)
Post by: Firehawk45 on July 14, 2012, 08:57:16 am
Yes, they are actually supposed to look like the backyard of Boatmurdered. Thats the only look that is appropriate for those elf-pested regions.
Title: Re: Well, that was unpleasant.... (Masterwork DF)
Post by: Meph on July 14, 2012, 11:32:46 am
Well, at least the giant dwarf looks happy enough ;)
Title: Re: Well, that was unpleasant.... (Masterwork DF)
Post by: Firehawk45 on July 14, 2012, 11:37:55 am
Well, at least the giant dwarf looks happy enough ;)

He likes the smell of Trees (burning) in the morning
Title: Re: Well, that was unpleasant.... (Masterwork DF)
Post by: orius on July 14, 2012, 09:57:52 pm
Yeah, the nightmares are being a total serious pain in the ass.  I really should have put more effort into setting up my militia, but one problem I had was trying to figure out the iron smelting changes.  I couldn't figure out why the crucible wasn't refining the crude iron, until I saw that the TrueType bug had struck once again and totally concealed the fact that the job was on suspend.  I got dorfs with no jobs standing around doing nothing, and when I stick them in an industry to get something done, the little bastards go on break.  You shits.  You've had no job for several months and as soon as I tell you do something I need done badly you need a fucking break?!  Some of this is probably because I dragged my feet setting up some industries and should have designed things more efficiently.

The mysterious besiegers below were apparently antmen, since they appeared on my civ screen.  They showed up again, but I don't know what they expect to do, there's still no way in for them.  They did do me a favor by exterminating the two FBs that took up residence down there though.  Also had a griffon show up topside which was more annoying, it killed a couple of dorfs outside, but finally it crawled into my entrance tunnel where I quickly dispatched it with some speardwarves and the two iron golems that some of the immigrants brought.  The nightmares though are being a complete pain in the ass, flying around everywhere, scaring the dwarves and cancelling jobs, and throwing fireballs around to add to the !!FUN!!.  I need to shoot them down soon.