Author Topic: DF: Drunkenwork (Succession!)  (Read 10127 times)

Turns got flipped around when sheezy backed out, and I was mentally incapable of striking earth.  I don't have Rky's MSN so...
Either way, Rky got the second turn, which is what he initially had.

I don't understand the second part of your post.

They all wind up failing -_-

The first one failed because people decided to cheat and stuff.
The second one was abandoned because a new version came out and it altered the game drastically.
Here we are.


Also: http://mkv25.net/dfma/map-3092-drunkenwork

Yeah this one should be smooth running.

I'm going to make sure of it.




Those.
Damn.
Goblins.
Won't.
Take.
This.
Damn.
Fort.

K so heres the plan.

Dig out a valley around the fortress, with floodgates and a water source, if an enemy were to attack, flood the valley and raise up the bridges. past the valley we have several lines of cage traps, if they survive those we have several lines of large serrated disk traps. Inside, a long hallway is full of floor hatches that, when open, drop any enemy down 2 Z levels into the pit. The pit is a room full of traps, and if they get past the traps, there are several rows of cage traps and then, if they make it past that, there is an exit gaurded by 3 steel doors and various more traps. From there, every part of the fortress is gaurded off by steel doors of the highest quality. I can close off sections to my liking and should be able to survive. Inbetween sections there are trap rooms, so I can lure enemies into them and dispose of them swiftly.


Further away from the fortress, an extremely deep lake will rest, with the tower of all towers rising out of it, bringing despair to our enemies. The tower is only accessible by underground tunnel(it will actually start at the bottom of the lake and rise up). As a last ditch maneuver, all dwarves can be called into the tower for protection. it will be complete with enough rooms to house up to 200 dwarves, and have stockpiles & farms. All workshops will be included, as well as several dining halls and rooms for nobles. As a last- LAST ditch maneuver, the tower can be flooded, crushing our dwarven empire but the enemies as well. All dwarves would be called up to the top floor and the 5 flood gates, each connected to separate switches on different levels, and made of steel, would be released. If any dwarves live, there is a set of flood gates that can be opened to drain the lake and by extension, the tower. From there, we can reclaim our fort and rebuild our losses. But we will live on.


On the brighter side, we will take the goblins we cage and kill them off in the most brutal ways possible. Including dropping them off the side of the tower and letting them fall all <really large number> Z levels into the extremely deep lake of doom.



I plan to make this happen. I will not finish it all in my time there but damnit I will start it.

Actually, I'll probably map out most of the tower to be constructed and leave detailed instructions with my successor.(i.e where to place those billions of traps I've been constructing)


Just a general question, what do we have to work with here, I wish to know what dwarves you guys picked, just so I know what to do to mark my time working on the fortress.

You're year 3, which means that there will be multiple legendaries and a bunch of immigrants well before then.

Just read the thread.

although not as crazy as my original plan, I do plan to make a tower rise out of a lake. (build the underwater levels while the lake is dry, then fill in the lake)

It will be cool :o

although not as crazy as my original plan, I do plan to make a tower rise out of a lake. (build the underwater levels while the lake is dry, then fill in the lake)

It will be cool :o

Warning, if I may forget it up if I am the one going to finish it, however, I will attempt to not forget up stuff as much as possible. Also, I assume we have aquatifier?



No we don't.

Good. Aquifers are a pain in the arse.

As for the defenses, the solution is fairly simple: Build your barracks right in the fort's entrance. (also all that stuff Rky mentioned is nice too)

For one, any thieves that decide to try and stroll into the fort will be dog-piled by all your militants as soon as they hit the entrance. Another cool thing is that your militants will be Outside almost all the time (and they'll have a nice bit of cover to sleep in of course), which means they won't be nauseated by the sun and much more capable of fighting outside. And finally, if you're under siege, you can lock all your dumb arse civilians inside the fortress while the military handles the problem. This saves a few civilians from running outside and getting shot (or hanging around the entrance, then getting shot).

I like this layout allot because it will be pretty easy to pull off a Barracks entrance with it if anyone wanted to. All that needs to be made is a small sleeping quarters.

Sorry but this update may be a bit late, I will try my best to get to fall or even winter in it though. I'll add a point of interest as to a possible barracks spot on the map.

Seeing everyone is sharing their building ideas for the fortress in detail. I might as well share mine, I plan to build a three storys tall tower, next to a pit five floors down on the Z level, which will act as an arena/gobin dumping pit, with a pressure-plated weapon traps around the surronding walk ways. Incase the goblin(s) survive(which I Doupt,since a fall like that would most likely kill them), I also plan to add spikes at the bottom, just for the hell of it.
« Last Edit: July 20, 2008, 04:32:48 PM by XD! »

During my turn, I will handle a lot of the "long term planning" stuff, I.e designating 3x3 rooms for a bunch of people, getting a burial grounds set up, expanding farms, laying down the basics we will need to survive over the years.(or, moreso than has already been done by my predecessor.

The tower is a priority, however.