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Topics - Urist McWangchuck

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DF Dwarf Mode Discussion / Undisciplined Martial Trances
« on: August 13, 2014, 10:19:17 am »
The early siege hit early Winter. I had two Axedwarfs in training for about half a year by that point, but I also drafted the Competent Speardwarf who was in the second migrant wave (and gave her an axe).  When the 7 Gobbos showed up, I'm pretty sure her Discipline was still Dabbling. So she had roughly half a level if Discipline and one of Axe.  Fully clad and armed in iron.

Anyways, the Goblin embark team was two crossbows, two lashers, two maces (one a silver maul!) and a speargoblin. I wasn't too confidant of my Defense Forces so the grazers were pulled inside and the drawbridge raised. I figured the liaison and caravan were both gone and no one expected until spring - we could just wait it out. I had just bought a pile of Fish and my fort was stocked with several hundred food and drink. I had also just popped up a wood stockpile inside the curtain wall so I would still have a good supply of iron smelting fuel. The wood stockpile filled pretty fast because dwarfs could pop out the back door and collect logs from both sides of the fort.

Oh, better lock that back door. It's "f" to forbid, right?

Imagine my surprise when my axe carrying Speardwarf charged out through the door. Nuts, I did not want to set up a graveyard yet. Harrumph.

Less than one minute later, the goblins routed. Well, the three that were left - and she killed one of them too as they tried to flee. Urist McFreshRecruit just slaughtered them. Took less time for it than to recover enough to come back through the now lowered drawbridge.

It was a martial trance. Limbs and heads sailing off in arcs everywhere - with her lamenting the horrors with each one. Her morale "broke" half a dozen times as she singledwarfedly dispatched the siege.  The trance ended after all enemies were gone and she immediately fell into a quivering cowering mass of fear. Of amazingly badass fear.

She gained two levels of Discipline, presumably from repeatedly getting frightened.

Moral of the story?  It's "l" to forbid doors.

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He was our broker and the original expedition leader and in less than three years guided Roughstrike to a community of 100 beards.  All was well in the fortress, with the food situation well under control and multiple industries chugging along nicely.  Booze was never a problem, as a talented Brewer Rovod saw to that personally.  Aside from an early run in with the were-elk Leba Innahade which cost the fort a hunter and a herbalist, you had to concede he did a pretty good job.

He had just fully outfitted the hospital and supervised the completion of private bedrooms for everybody with plenty to spare.  Roughstrike had long outgrown the cramped twelve seat dining hall, but the new 11x21 Great Hall carved into a magnetite deposit had just started dishing out lavish roasts.

The curtain wall was up in the first year and the roof was well underway.  Snatchers and thieves were pretty constant and soon being supplemented by goblin ambushes, but with a dozen steel axes always training in the courtyard, the drawbridge was never raised, with Roughstrike welcoming all comers, though invaders found in that welcome a rough strike indeed.

That was the beginning of his fall.  The second migrant wave of the year 253 brought more strong backs to carry stone and ore, but it also brought the bewitchingly charming Melbil Paddletwisted.  Rovod's life was to serve Roughstrike, to keep thirsts slaked and the drawbridge lowered.  He had proven himself a capable leader and justifiably anticipated being named mayor.  It was not to be and it was for Melbil that the mayor's quarters were commissioned.

And then the bloodless body turned up.  No one cared too much, Zas was once a Fish Dissector but now spent most of her days carting stone from one pile to another.  But, no one wanted to be next.  Within the walls of the fortress was a cursed being, one that had somehow so profaned a deity that he was to sentenced to forever wander the earth with an unslakable thirst for blood.

It didn't take long to find him.  Despite the plentiful bedrooms, one dwarf had not claimed one.  One dwarf who was a former member of over a dozen different groups.  One dwarf who despite needing alcohol to get through the working day, had never even tasted Rovod's fine brewings.  The mayor.

Being overlooked for mayor was an insult, but knowing that the dwarfs he nurtured chose a creature of the night over him was too great an indignity to bear.  Oh he put up a brave front, claiming to be ecstatic with his modest quarters instead of the decent office that should have been his.  But then, with No Job pending, he walked past that infamous open drawbridge and discovered the ambush squad of goblin pikemen (pikegoblins?). He was struck down before the Axe Lords could do anything about it.

He will be missed.  You can tell by how far the happiness levels have dropped.  It was a lot, but I think the fort has weathered it without any tantrums.

Moral of the story?  Dang, I really gotta figure out how this civilian alert thing works.



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Newbie here, with my first post.  I'm just starting out trying to learn this game and I ended up abandoning a batch of forts early while I was trying to figure out how things work.  I still don't really know, but I thought I had figured out enough to give it a solid try and I guess I wanted to talk about my first real fortress.

I had this great EZ mode embark all ready for this.  A volcano, good amount of hematite, no coal but lots of trees.  It's on an island with only Dwarves as neighbours.  The actual embark was super sweet - a fair sized plateau at the same z-level as the top of the magma and about a dozen levels above the marble layer.  There's a small aquifer at around the same depth.  A nicer spot for The Rough Gorge to Strike the Earth could not be imagined.

First year everything goes tickety-boo.  Dwarves are super-happy in their new home, productivity is only slowed by the parties they keep throwing all the time.  They feel so secure that we even get a pair of babies in the spring.  A time for rejoicing!  And then the first challenge - a monster migrant wave.  The population of Violencehalls swells from 25 to 66 and from 2 children (not counting the babies) to 17.  I setup a burrow to toss them all in with their dining hall set up like a classroom.

Second year is time for me to learn how to balance all of these labourers.  The extra haulers are greatly appreciated, but I'm certainly not using these guys efficiently.  Number of idlers is pretty high almost all of the time.

I start on a military and have a handful of steel clad soldiers.  Some of the newcomers are Hunters and Rangers and my larders are being filled with meat, allowing most of the farm output to go straight to the stills.  But otherwise it is pretty uneventful, except the migrant waves.  Because of course there are more migrants.  And they bring their children.  At the start of the second winter, I have 102 dwarves with 3 babies and 28 kids (and one thirteen year old graduate - congrats Kubuk Mutegalleys).  Nearly a third of my population.  I had originally envisaged Violencehalls to be an arms factory, shipping out masterwork steel axes and silver warhammers for the mainland Dwarfs to to show to their neighbours.  And yet here I find myself, running a day care centre carved into the side of a volcano.

But I guess running a day care centre is great training for playing Dwarf Fortress - so onwards we go.

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