As promised, I had another idea for a challenge fort after
HexxedgarishQuickly the rules I was thinking about: (changes to Hexxedgarish are bold)
Rules:
- unchanged MWDF
V.4h- playing dwarves in a young world with all MW-races existing
including FortressDefense races
- using a 7 no-caste-dwarves embark on
2x2 flat terrain, no volcano or river, neutral biome, no extreme temperatures, normal embark points
- no diseases (i don't feel comfortable playing with them right now, sorry :/)
- no secret fun
- no cage traps and no walling in (neither total wallins nor temporary wallins by drawbridges, doors, hatches or similar abuses,
but I may use those to channel enemies in the proper trap, as long as the fortress is never inaccessible at any point)
- Only 2 2-dwarf-squads allowed, one for ranged combat, one for close combat. That's all, no more fighters/mages
- traps/turrets/siege weaponry/minecarts will be used for defense, but in style
- animals may only be used for defense as part of trapdesign - no dangerrooms, childlabor etc (but i use a 25% childmaximum)
- all caravans/diplomats except dwarves are not allowed to leave the map aliveRules from hexxedgarish that were removed/replaced:
- No regular buildings below groundlevel (constructions, minecarttracks etc may be necessary) not doable, at least not early in the game
- no other clearly abusive defense measures (atomsmashers, endless trapcorridors, unbeatable doomtraps, walling off mapedges etc) well, this fortress is about traps...
- we don't like treehuggers and thus elves have to be killed! All elves! Maybe insulted first and then killed. But none will survive to tell the tale anyway. instead we attack everyone but ourselves
Few comments:
- Fortress defense races make the buildup quite hard. I'm actually most scared of those first 3 years. Without walling in and only 4 men under arms defense will be quite hard. They trigger much earlier then the normal races, so just keeping the fortress value low isn't doing it alone.
- There are multiple flying / trapavoid races... Yeah, glorious idea to make a trap fort, really! Whatever... I have some plans, just need some time.
- I'm looking for a map with only 10 zlevels to the caverns. I will probably not touch the caverns in the first few years, so this will massively limit my space, especially considering the 2x2 mapsize.
- Longterm I would love to build into the sky, so having everything at least 2 zlevel above ground, but I just experienced in Hexxedgarish how much labor is required for construction, and that fort didn't even require much construction for defense unlike this one, which will need way more mechanics and smithes (Hexxedgrish had exactly ONE weapon/armorsmith... Yeah, one guy for both those tasks... in a 230 dwarf fort, and still everyone was busy) Also most trapdesigns need some sort of masonry or mining work.... And if I include siege weaponry this also needs dwarfpower. So I doubt that this is really doable, but we will see.
- I will try to mix up trapdesigns, but at some point I have to go with the flow and do what is required to survive. I hope I can keep it interesting.
- I'm a bit unsure about how to deal with power requirements... Windmills are somehow annoying, but building water reactors is FPS suicide with 200+ dwarves. Unless someone knows some brilliant design I'm not aware of. And we are not talking about manual labor for automated defenses.
- Those 2 melee soldiers are supposed to be my early defense + last line of defense + cleanup force. They will probably rack up kills, as they hardly have to share, but still I want traps to do the main damage, so they won't be the center of my attention.
- the 2 ranged soldiers will do what ranged soldiers do... Shoot at anything from behind save fortifications ^^ This time I may even roof over those positions
- for report style I will probably do it closer to how I did it in the end of Hexxedgarish. I think I wrote a bit too much in detail in the beginning there
Oh and of course, as usual dwarfings will be welcomed. I need at least 4 names for the militia In that case, please say what kind of weapon you want. *g* Oh and do siege operators actually get their kills accounted? (no matter if vanilla siegeweapons or MW ones) Of course I also accept civilian requests, but I admit that it will be hard to stand out there.
As I have a busy weekend and 2 exams next week, I guess I will really start playing around next Wednesday once the exams are done.
Updates:
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Intro/EmbarkYear1
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spring/summer-
autumn/winterYear2
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spring-
summer-
autumn/winterYear3
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spring-
summer-
autumn-
interesting detail about something killed earlier-
winterYear4
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spring-
summer/autumn-
winter-
stonesense screenshotsYear5
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spring-
summer-
autumn-
winterNamed dwarves: (images taken at end of spring, year2)
Mahrgell - noble
Pascale - mason/architect
Tenderroast - weapon-/armorsmith
Meph - mechanic/engineer
Arcvasti - mechanic/engineer
Shadow - crafter
for some reason, the nick is in the unitlist, in therapist but not in the charoverview?
CptCrunchy - militia (hammer)
dawnofdarkness - militia (sword)
ColdBones - militia (axe thrower)
kamikazi - militia (axe thrower)
waiting to be dwarfed
Mosey - waiting for a medic
ambushes/sieges: don't read, if you don't want story spoilers... (updated until end of year 5)
The numbers given here are lower then in the story for the simple reason that legendsmode ignores mounts. But almost every attacker rides something, and quite often the mounts are as dangerous as the riders...
Yes, nothing happened in those two seasons