Quakebells - a Qt3 Dwarf Fortress AAR
Quakebells the Quandry of Queens
The success game o' doom has started! Seven brave dwarfs, (NoWayJose, Extarbags, Gary Whitta, Dirt, Bill Dungrossman, Rimbo and Tom Chick) have left the mountainhalls and struck out into the wastes, searching for a place to live and prosper.
Unfortunately, they have found themselves on a blasted wasteland. Extarbags likes it though, there are no funny smells! Unless you count ice. Many many miles of a ice, snow and rock.
Leader Tom Chick has declared that there be certain rules at Quakebells. These rules are probably the reason the seven dwarfs were kicked out of the mountains in the first place.
1) All building to be above ground. Strip mining for rock and ores is permissible. Farms underground are permissible.
2) There is to be a yearly sacrifice of a dwarf to the ancient gods. The dwarf is to die in the most amusing way possible to appease the ancient gods. The original seven are exempt from execution. Of course. Executions take place in winter, to ensure the return of spring!
3) Ego-projects are encouraged.
4) Play for a year and then pass on.
5) Mayday Green tileset is being used by me, I suggest it for others for consistency.
6) Dwarf Manager - inside the mayday install (run it after DF is loaded) is a super way of dealing with lots of dwarfs. I encourage its use.
2) Morberis <-- playah
3) Major Icehole
8) ??? (sign up now!)
Well, this giant frozen craphole is going to be a real challenge. We've embarked with a lot of food and drink and a few dogs and cats. No anvil though, traders should provide them and I figure the crossbows we've brought instead are very much required early on!
As we arrive the winter thaw ends and spring is sprung. Stockpiles are sorted out to move all goods centrally. The first building is roughly laid out.
Last edited by Calistas; 02-27-2009 at 08:55 PM.
Instead of posting screenshots, maybe you can just sort of describe the way things look by drawing with ascii.
(Direct link isn't working :( )
Tom has something he'd like to tell us all. "Herbalist"? Yeah... right, that's what the kids are calling it these days?!
And also, I saw a giant eagle flapping about while I was working on my second level. Oh what fun my successors will have!
Human trade liaison turned up and is very interested in instruments. We had the traders visit, but with nothing to trade, they left empty handed.
Sounds like it might be a good time to invoke operation lava wall.
And then we got some bad news....
Looks like our miner got a bit too close to an aquifer, which as he mined into it, reached out, sucked him in and froze him to death, all in an instant.
We mourn the loss of NoWayJose, and if we ever get the guy un-frozen, we'll be sure to give him a proper burial! Unfortunately, I don't think we have any picks.
On the good news, I did put in an order for some iron anvils. Whoever comes next might want to get some crafts going for trade, as SPRING HAS COME!
(Will work out how to move the files on tomorrow, it's bed time)
Signing up as treecutter! I suspect a low life expectancy, as I range far and wide in search of lumber. :)
Sorted! And I wish I knew why the imageshack direct links aren't working.
I am hoping Morberis can provide some lessons in ice management!
Add me in please. I volunteer to fight the unicorns - I've always wanted a pony!
Oooh a challenge, if I don't wall off NoWayJose's body before the spring thaw the mine will flood. Possibly forcing me to enact operation magma mine to dry it up. And yes, all my plans involve magma in some way shape or form.
As soon as you upload the fortress and give me the link I can start on it, though I can't promise that I won't fall asleep within the next 2 hours. If you don't have a site picked to upload to I've used Mediafire to great success and then there's the Dwarf Fortress File Dump which I've never used but heard great things about.
Marcin I can't promise anything but I'll try not to leave you a burning hellhole populated by combusting cats and eyeless dwarves. Wait, no nevermind I take that back I'm specifically going to try to remove the eyes from at least some of my dwarves. I wonder if locking them up in chains in an archery range would work? Hmmm.
Ideas so far for Dwarf Sacrifices
-locked in a 1x1 room with a trap
-Dropped from a tower via a locked room with only a retracting bridge for a floor, the dwarf will fall onto an altar and hopefully explode.
-Drowning, possibly via a fall from the surface via a retracting bridge into a deep pit with the bottom filled with water.
-Burning, same as the drowning but the bottom is filled with either magma or some continuously burning fire. If via fire I'd need something that throws fireballs to ignite it, fire imp, and either booze, wood, or that rock that burns.
-Death by insanity, locked in solitary confinement in the center of the dining room, with the walls made of glass with windows installed.
And those are just off the top of my head, this is going to be fun.
Last edited by Morberis; 02-01-2009 at 05:28 PM.
These are always a disappointment because they aren't as good as Boatmurder.
Bah that's like saying the majority of comic books are going to be disappointing because they're not to the same level as Watchmen, which I guess on some level is true. That doesn't mean they don't have their own merits that make them entertaining though.
Originally Posted by Euri
So uhh... why are you fighting the unicorns?
Originally Posted by Pogo
Because their horns make excellent drinking horns as well as acting as a potent aphrodisiac and natural male enhancer.
To be honest though I have no idea about the aggressiveness of creatures in good biomes, never having played in one before.
Sign me up as an animal trainer. The fortress needs dogs. Tons of dogs.
Wait! I didn't sign up to play the game - the graphics are too cutting-edge for my PC to handle. I want one of the dwarfies named after me - pretty please.
I'd have a go at this. Sounds fun. Put me in after Kalle.
Last edited by Major Icehole; 02-03-2009 at 05:32 PM.
I swear to god I didn’t make up any of these names they’re pulled right out of the legends screen. Neither names nor genders have been changed and yes I am aware I cannot write.
Unknown - 101
We have been forced to abandon our beloved homeland of The Virginal Pick of the Livid Sack following our unsuccessful defence during the Steamy Siege. Unfortunately the only women we were able to save from the depraved hands of the goblins were Rimbo and Dirt. Their numbers may be limited but Rimbo and Dirt will bear the weight of rebuilding our civilization.
Great success! We have found a location to settle, though frozen it is rich with vegetation and to the north the mountains reign. We shall call our new home “Quakebells the Quandary of the Queens” in remembrance of the final earth shattering moments when the beloved marriage bells crashed through the roof and destroyed our beloved City of the Livid Sack, and of course the... difficulties Rimbo and Dirt shall soon endure.
We have attempted to harvest the horns from the mythical unicorns renowned their properties as aphrodisiacs so that we may be able to begin repopulating but the task has proven itself more difficult than we had originally hoped.
We are not alone! As I write this Rimbo and Dirt kneel praising the mountain for a band of refugees has come wandering through asking to trade for food for the road. They were offered a place of honor in our hall if they stayed but after their women saw the look in Extarbags eyes quickly refused and retreated, the strawberries we had intended to offer left sullied on the ground.
The cold is unbearable, water freezes! Did you know that? We shall see what we can do about the situation as the booze is running low.
I think we may have chanced upon the answer to the hellish cold that froze our booze supply. Almost exactly after the death of NoWayJose the ice melted freeing our booze stockpile , as sad as it is it say if the cold comes again someone else may need to die to free our booze.
Those dam cannibal tree huggers have arrived. They claim they want to trade for our turtles but Chick has decided that as a matter of self defense we have no alternative but to collapse the roof of the depo on them, crushing their valuables as well as their disgusting faces.
I'm gonna take a break here and eat, so enjoy.
I see shirts and rings take up as much space as donkeys.
As much space as a bronze colossus too, but only visually. For fighting at least size comes into account, or at least will in the next release.
Originally Posted by Pogo
LOL, you killed all the elves in an elven caravan? It will all end in tears!
Did you see my awesome floor engraving spelling out Q23 on the first floor of the large building? Took ages :)
A group of refuges has arrived, one among them shall be the first to die
We have tapped the magma pipe and have rerouted it to our forges and our moat. Kalle has also completed construction on our special “waste” disposal plant and after a quick tally it was decided she was also to be the first to feed the winter beast. Cries were heard across fort in mourning for her, but I cannot help but feel as if she deserved it. She did nothing in life to help us, why not save us in death? The test was a success in the end though, in fact as before the cold left the land immediately after her death.
Marcin were you volunteering to go next or just to enter your name? It looks to me like you just want your name in. In any case here you go Kalle/Marcin
Toss my name in as a soldier when it gets to that. Axedwarf or Marksdwarf for preference.
I both love and hate this game... I've been trying to figure it out for the last couple weeks or so but I always end up never getting any migrants to come. Smoothed walls, plenty of food, plenty of jobs to do, heck even rooms furnished ready and waiting yet no one will come... So I guess I'll settle with living vicariously through the adventures this place gets up to :)
I think trade plays a big part in getting new immigrants. Build a road to your trade depot and sell as much stuff as you can. That should help matters.
Originally Posted by flatsinki
According to the wiki its based on the created wealth value of the fortress and then that value getting communicated back via the dwarven caravan. But it has no information on what wealth value you need to reach to cause immigrants to show up. I'm liking the location of my current fortress quite a lot though (magma pool, obsidian all over, various ore's to play with) so I'll stick it out and see what happens.
Originally Posted by shang
Just the name :) Although if we run out of playing volunteers I could take a year. It'd be a year of doom, mind you ...
Ok, someone should take over!?