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Author Topic: The Caravans of Tar Rabin ~Now serving: The Hands of God (Turn 8)~  (Read 6802 times)

Timeless Bob

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Re: The Caravans of Tar Rabin (DF 40.10) ~updated 04Sept14~
« Reply #60 on: September 06, 2014, 05:31:45 am »

Alright then, here's my save.
Site's wealth is 26200 (8200 in rings and 18000 in coins).

Admantine coins, worth 6db each!  With how impervious and light-weight admantine is, we may have a contender for caravan currency here too!  Awesome!
« Last Edit: September 07, 2014, 12:47:16 pm by Timeless Bob »
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zlob

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Re: The Caravans of Tar Rabin (DF 40.10) ~updated 04Sept14~
« Reply #61 on: September 06, 2014, 06:44:51 am »

Adamantium coins, worth 6db each!  With how impervious and lightweight adamantium is, we may have a contender for caravan currency here too!  Awesome!

Seems I am not the only one browsing the legends mode.  8)
I only have tetrahedrite in my fortress, and I dug to adamantine before finding it, so I figured I might just as well dig all adamantine that is safe (not the ores encircling the black unknown space that is about of the same shape across a few z levels).
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Timeless Bob

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Re: The Caravans of Tar Rabin (DF 40.10) ~updated 06Sept14~
« Reply #62 on: September 06, 2014, 09:01:57 pm »

Unless someone else does something equally as incredible, I think you might be a contender for "Richest Trade Guild" for the next few rounds at least.  I was just thinking that if you were suddenly wiped out for some reason, that all those riches would be very similar to the "lost cities of gold" that were rumored to exist in the same area in RL.  Art imitating life, I wonder?
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zlob

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Re: The Caravans of Tar Rabin (DF 40.11) ~updated 06Sept14~
« Reply #63 on: September 07, 2014, 04:44:10 am »

We shall see.
The defense of my fortress doesn't allow for any threat, unless I am invaded while retired.
Spoiler (click to show/hide)
« Last Edit: September 07, 2014, 04:46:10 am by zlob »
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Timeless Bob

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Re: The Caravans of Tar Rabin (DF 40.11) ~updated 06Sept14~
« Reply #64 on: September 07, 2014, 12:46:19 pm »

We shall see.
The defense of my fortress doesn't allow for any threat, unless I am invaded while retired.
Spoiler (click to show/hide)
Derp!

Fortunately, we're currently living in the First Age, where invasion is less of a worry than rampages by titans and the other great creatures of the world.
« Last Edit: September 07, 2014, 01:08:50 pm by Timeless Bob »
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Megaman_zx

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Re: The Caravans of Tar Rabin ~Now serving: Fishnation!~
« Reply #65 on: September 09, 2014, 12:02:31 am »

my internet has been wonky but i'll get my save up probably by thursday
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Tales of the Third Age, 34.11 rp stories from Genesis Reborn

“Name none of the fallen, for they stood in our place. And stand there still in each moment of our lives. Let my death hold no glory, and let me die forgotten and unknown. Let it not be said that I was one among the dead to accuse the living.”

-Deadhouse Gates (Book 2 in the Malazan Book of the Fallen) by Steven Erikson

Megaman_zx

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Re: The Caravans of Tar Rabin ~Now serving: Fishnation!~
« Reply #66 on: September 10, 2014, 02:15:20 am »

i tried to play an adventurer but had 2 nemesis load fails (game failed, i tried again, etc.)

did a bit of testing on the side with a small world. Created some fortresses, then retired and created some adventurers who retired in the fortresses, went about retiring and unretiring forts and adventurers with no fails so far.

either way, as promising as this game-mode is, it appears to be unplayable since neither vlob or i can start caravans (timeless bob should test to see if his fort is infected with nemesis).
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Tales of the Third Age, 34.11 rp stories from Genesis Reborn

“Name none of the fallen, for they stood in our place. And stand there still in each moment of our lives. Let my death hold no glory, and let me die forgotten and unknown. Let it not be said that I was one among the dead to accuse the living.”

-Deadhouse Gates (Book 2 in the Malazan Book of the Fallen) by Steven Erikson

Timeless Bob

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Re: The Caravans of Tar Rabin ~Now serving: Fishnation!~
« Reply #67 on: September 10, 2014, 02:42:45 am »

I've been doing my own spin-offs while you guys were doing your turns and adventure mode has been doing just fine for me.  It takes a bit of doing, but caravans of up to six companions (loaded up with heavy parcels, so they're a bit slow) are able to travel about with no trouble whatsoever.  I haven't tried one with more yet, but I really don't see the problem.

I'm not sure what the problem is - I'll load up the latest save and attempt to start an adventure using the Fishnation civ.  Did you attempt to go anywhere specific before the "nemesis unit load failed" message appeared?
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zlob

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Re: The Caravans of Tar Rabin ~Now serving: Fishnation!~
« Reply #68 on: September 10, 2014, 04:06:07 am »

From my research The Violent Anvil is completely playable, same goes for the Charm of Trading.
However, I get Nemesis Unit fail when trying to start an adventurer from the Past Guilds, starting in Deification of Fishes.
This only applies to the headquarters, a worldgen fort loads fine and allows for adventurer creation.
« Last Edit: September 10, 2014, 04:12:57 am by zlob »
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Timeless Bob

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Re: The Caravans of Tar Rabin ~Now serving: Fishnation!~
« Reply #69 on: September 10, 2014, 04:20:20 am »

Huh.  Weird.

OK then, I propose that the Fishnation fully abandon their current headquarters and get a year to build one in a space touching one of its edges.  Do you agree to this, Zlob?
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zlob

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Re: The Caravans of Tar Rabin ~Now serving: Fishnation!~
« Reply #70 on: September 10, 2014, 05:20:57 am »

I was going to suggest this anyway.
Wonder what was the reason for current HQ to go corrupt. It'd be sad if this repeated.
« Last Edit: September 10, 2014, 05:23:05 am by zlob »
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Timeless Bob

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Re: The Caravans of Tar Rabin ~Now serving: Fishnation!~
« Reply #71 on: September 10, 2014, 05:42:02 am »

Worst comes to worst, he can pick a new civ and see if that works better.
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Megaman_zx

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Re: The Caravans of Tar Rabin ~Now serving: Fishnation!~
« Reply #72 on: September 10, 2014, 02:12:28 pm »

ok, i'm fine with this, but i probably won't play till friday, so if y'all want to do another round go ahead
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Tales of the Third Age, 34.11 rp stories from Genesis Reborn

“Name none of the fallen, for they stood in our place. And stand there still in each moment of our lives. Let my death hold no glory, and let me die forgotten and unknown. Let it not be said that I was one among the dead to accuse the living.”

-Deadhouse Gates (Book 2 in the Malazan Book of the Fallen) by Steven Erikson

Timeless Bob

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Re: The Caravans of Tar Rabin ~Now serving: Fishnation!~
« Reply #73 on: September 11, 2014, 04:02:39 am »

OK then.  Guess I'm up next (Zlob, you've won round 2 for "richest guild". Well done.)

I chose to unretire my HQ for a season again, the better to carve out more craftsdwarf apartments and found that my dwarves had elected a book-keeper, a manager, a sherriff and a hammerer since I'd retired them!  So, new rooms had to be carved out for those worthies, (office spaces for the book-keeper and manager, and the Sheriff's suite as well.  (She happens to be married to the hammerer, which is an interesting pairing to say the least.)  Considering that points are allocated to new children, married dwarves and the like, I went ahead and changed all their names to "Mr","Mrs" or "Miss" <first name> (under the assumption that children would take the family name of their parents, and that spouses would take the family name of a noble, but that the more accomplished spouse (highest skill level) would be the family name that their spouse would take.

Complicated?  Not really.

Family names are based on status (Lowest to highest)

1) Unmarried adult or child with no parents (just Mr or Miss)
2) Unmarried adult or child with family name (Mr or Miss <parent's family name>)
3) Married non-noble (Mr or Mrs <family name>)
4) Married Militia Captain (Mr or Mrs <family name>)
5) Married Militia Commander (Mr or Mrs <family name>)
6) Married Mayor (Mr or Mrs <family name>)
7) Married Hammerer (Mr or Mrs <family name>)
8) Married Sheriff (Mr or Mrs <family name>)
9) Married Captain of the Guard (Lord or Lady <family name>)
10) Guildmaster (Guildmaster or Guildmistress <family name>)
11) Artifact creator (Mr or Mrs <artifact name>)
12) Married Baron (Baron or Baroness <family name>)
13) Married Count (Count or Countess <family name>)
14) Married General (Duke or Duchess <family name>)
15) Children of the King/Queen (Prince or Princess <parent's family name>)
16) Married King/Queen (King or Queen <family name>)

For dwarves with the same level of status, the one with the highest level skill is the family name, and in the rare time when both spouses are tied for highest skill level, the female's family name is chosen.

The spouse with the lower status at the time of marriage changes their family name to the one with the higher status.  Here are the families of the Charm of Trading thus far:

Mr and Mrs Fikod
Spoiler (click to show/hide)

Mr and Mrs Tirist
Spoiler (click to show/hide)

Sheriff Dobar and his wife, Mrs Dobar the Hammerer
Spoiler (click to show/hide)

Miss Eslogem
Spoiler (click to show/hide)

Mr and Mrs Zon
Spoiler (click to show/hide)

Mr and Mrs Kib (and baby)
Spoiler (click to show/hide)

Miss Dastotikthag
Spoiler (click to show/hide)

Mr and Mrs Ducim
Spoiler (click to show/hide)

Guildmaster Zefon
Spoiler (click to show/hide)

Mr Dakasuzol
Spoiler (click to show/hide)

Miss Osedlogem
Spoiler (click to show/hide)

Miss Stettadbim
Spoiler (click to show/hide)

Score: 6,440db in rings, 7 unmarried dwarves (none added from last turn so: 0pts), 6 married couples (5 "new": +100pts), 1 new baby (+1pt), 1 surviving Sheriff (+500pts), Outpost into Hamlet (+10pts)

Total wealth: 6,440 (+611) = 7,051

Here's the save file link: https://www.dropbox.com/s/vyu9unbxgevwf7k/Caravan%20Turn%207.zip?dl=0

First page is also updated.
« Last Edit: September 11, 2014, 07:44:08 pm by Timeless Bob »
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