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Author Topic: Automated Fortress  (Read 5297 times)

mishka

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Automated Fortress
« on: July 05, 2012, 04:53:17 pm »

Has anyone ever made an automated fortress?

I think it would be a great leap in AI if it did happen.
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Die Nacht

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Re: Automated Fortress
« Reply #1 on: July 05, 2012, 09:58:33 pm »

What do you mean by Automated? After you take care of food and water, the game pretty much is automatic (you don't "have" to do anything else). If you get attacked though, that is different. Unless you have an amazing system of traps, in which case, you don't have to worry.
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HiEv

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Re: Automated Fortress
« Reply #2 on: July 05, 2012, 10:40:39 pm »

I believe you've forgotten about clothing.

You'd have to use DFHack and set up a workflow or something to take care of that automatically.
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Firehawk45

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Re: Automated Fortress
« Reply #3 on: July 05, 2012, 10:45:36 pm »

Why do i have to think about this thread i read some time ago....  Lets see if i can find it....

http://www.bay12forums.com/smf/index.php?topic=112131.msg3413837#msg3413837

I dont want that, thanks ;)
« Last Edit: July 05, 2012, 10:50:02 pm by Firehawk45 »
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Azated

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Re: Automated Fortress
« Reply #4 on: July 06, 2012, 04:54:29 am »

I tried to make a (sort of) fully automated fortress back in 31.25, before the need for clothing. I had it all planned out, but never got around to actually executing the plan. One of the problems I ran into was how to feed and booze the fortress after the entire first generation died. Since I couldn't modify the fortress in any way after setting everything up, the children wouldn't have farming or brewing labors, and they'd all eventually starve or die of thirst.

It'd be much harder to do in the new version, but I suppose it's possible if you can figure out how to automate clothing production aswell.
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GreatWyrmGold

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Re: Automated Fortress
« Reply #5 on: July 07, 2012, 12:46:35 pm »

Migrants could solve the active-labors issue.
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Nightscar982

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Re: Automated Fortress
« Reply #6 on: July 07, 2012, 08:05:58 pm »

Thats leaving alot down to luck isnt it?
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hiroshi42

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Re: Automated Fortress
« Reply #7 on: July 08, 2012, 03:13:59 am »

You could use vampires with some sort of airlock/quantum dump to solve the dying labors thing.  It would be a kind of reverse of the 'vampire masters' theme that was floating about when they first came out.
I think your biggest problem if you used cheap forced undead labor would be ghosts since (b)uilding something is not automated.
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GreatWyrmGold

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Re: Automated Fortress
« Reply #8 on: July 08, 2012, 06:42:07 am »

On the bright side, it would keep migrants down.
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