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DF Community Games & Stories / ☼Umgankor☼: A Masterwork 4e Community Fortress
« on: December 07, 2013, 12:26:23 am »
Welcome!
This is a Masterwork 4e Mod fortress (Dwarf Variety), and I am going to play/post it as an exercise in learning and teaching Masterwork Mod and hopefully provide some entertainment for you guys. I’m not going to go nuts on in character posts, as there will be a lot to learn and cover as the game gets going, but if you want a dwarf, I am more than happy to dorf you up. I’ll provide updates about the dorfed as I have time or interesting things happen.
If you are unfamiliar with the Masterwork mod, check out the whole section of the forum devoted to it. Meph has done a really cool job on this mod. It is also mind-bogglingly huge. I may be exaggerating, but I think the mod at least doubles the number of buildings in the game. It also introduces magic, frost giants, diseases, landmines, guns, and more.
So much more, in fact, that it’s rather daunting. The point of this fort is to try and explore as much of the game as possible before death, !!fun!!, clowns, updates or boredom stop me. With all that said, here is the basic info on my embark:
About the Fort:
I am using Masterwork Mod version 4e, with diseases, warlocks, frost giants and tunneling sieges turned off for now. I have diseases turned off because they are tad strong at the moment. All the other features are enabled, including harder smelting, mining, and farming. I genned a world off a custom Mandelbrot profile with the age turned down to 100 and the embark points jacked up. Why? I’m glad you asked.
The most immediately obvious part of Masterworks is the harder farming system. Put simply, underground crops take a year to grow, above ground crops take about 2 seasons, and die if left going through winter. So in a base embark the first year can be a bit hairy, and slow. Because of this, I am bringing a little bit more food, and a few more animals than a normal embark allows for. I want to make it through the start without huge problems, as this is supposed to be a tutorial/exercise dammit.
So here is what I took with me on embark:
I chose an embark with a volcano, a brook, and lots of everything. Again, this ain’t no single pick challenge, it’s a test fort! I want to show off all the fun stuff, so I need them big sieges to get there.
Without further ado, strike the earth!
Write-ups
Year One - Farms, Caverns and Furniture
Year Two - Research Bedrooms and Bloodsteel
Year Three - Digging down, Building Up, and Moar Farms!
Dorfs
Grimmash - Expedition Leader, OverseerMeph - Militia Commander Jimboo - Arcane DwarfMuDD - Craftsdwarf
This is a Masterwork 4e Mod fortress (Dwarf Variety), and I am going to play/post it as an exercise in learning and teaching Masterwork Mod and hopefully provide some entertainment for you guys. I’m not going to go nuts on in character posts, as there will be a lot to learn and cover as the game gets going, but if you want a dwarf, I am more than happy to dorf you up. I’ll provide updates about the dorfed as I have time or interesting things happen.
If you are unfamiliar with the Masterwork mod, check out the whole section of the forum devoted to it. Meph has done a really cool job on this mod. It is also mind-bogglingly huge. I may be exaggerating, but I think the mod at least doubles the number of buildings in the game. It also introduces magic, frost giants, diseases, landmines, guns, and more.
So much more, in fact, that it’s rather daunting. The point of this fort is to try and explore as much of the game as possible before death, !!fun!!, clowns, updates or boredom stop me. With all that said, here is the basic info on my embark:
About the Fort:
I am using Masterwork Mod version 4e, with diseases, warlocks, frost giants and tunneling sieges turned off for now. I have diseases turned off because they are tad strong at the moment. All the other features are enabled, including harder smelting, mining, and farming. I genned a world off a custom Mandelbrot profile with the age turned down to 100 and the embark points jacked up. Why? I’m glad you asked.
The most immediately obvious part of Masterworks is the harder farming system. Put simply, underground crops take a year to grow, above ground crops take about 2 seasons, and die if left going through winter. So in a base embark the first year can be a bit hairy, and slow. Because of this, I am bringing a little bit more food, and a few more animals than a normal embark allows for. I want to make it through the start without huge problems, as this is supposed to be a tutorial/exercise dammit.
So here is what I took with me on embark:
- A double ration of starting food and alcohol
3 Picks
3 Axes
6 of each above and below ground seed, with about 20 Plump Helmet Spawns
3 Mastiffs
3 Badgerdogs
3 Changelings
4 Frill Lizards
Whatever the hell else is in the starting embark profile, probably some wood, stone and random nest boxes.
I chose an embark with a volcano, a brook, and lots of everything. Again, this ain’t no single pick challenge, it’s a test fort! I want to show off all the fun stuff, so I need them big sieges to get there.
Spoiler (click to show/hide)
Without further ado, strike the earth!
Write-ups
Year One - Farms, Caverns and Furniture
Year Two - Research Bedrooms and Bloodsteel
Year Three - Digging down, Building Up, and Moar Farms!
Dorfs
Grimmash - Expedition Leader, Overseer
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)















