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Author Topic: Succession Game Ideas  (Read 6776 times)

TheFlame52

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Re: Succession Game Ideas
« Reply #45 on: July 21, 2017, 10:12:51 am »

Not so much of an idea, but a low pop-cap fort like Archcrystal might be interesting.

A big problem with succession forts is that later turns become exponentially longer due to FPS death and overall complexity. By restricting dwarf counts, framerate is kept high and turn durations can be made shorter (maybe 1 week instead of 2) so the game doesn't die off as quickly.
How about the opposite: a 1x1 map with a full population of dwarves?

Derpy Dev

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Re: Succession Game Ideas
« Reply #46 on: July 21, 2017, 10:33:50 am »

Not so much of an idea, but a low pop-cap fort like Archcrystal might be interesting.

A big problem with succession forts is that later turns become exponentially longer due to FPS death and overall complexity. By restricting dwarf counts, framerate is kept high and turn durations can be made shorter (maybe 1 week instead of 2) so the game doesn't die off as quickly.
How about the opposite: a 1x1 map with a full population of dwarves?

Now that's a hell hole I can get behind.

exdeath

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Re: Succession Game Ideas
« Reply #47 on: July 21, 2017, 11:48:31 am »

Not so much of an idea, but a low pop-cap fort like Archcrystal might be interesting.

A big problem with succession forts is that later turns become exponentially longer due to FPS death and overall complexity. By restricting dwarf counts, framerate is kept high and turn durations can be made shorter (maybe 1 week instead of 2) so the game doesn't die off as quickly.
How about the opposite: a 1x1 map with a full population of dwarves?

3x3 is the smallest size that follow the formula: Map size X or Y = 2^n+1 where N is integer and Size X or Y is odd.

I did it once using cheat engine (like gameshark but for pc), and was able to make a 3x3 world with 16x16 embark
http://www.bay12forums.com/smf/index.php?topic=159216.0

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Maximum Spin

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Re: Succession Game Ideas
« Reply #48 on: July 21, 2017, 01:13:09 pm »

3x3 is the smallest size that follow the formula: Map size X or Y = 2^n+1 where N is integer and Size X or Y is odd.
Strictly speaking, 1×1 follows the formula; it's the limit as n goes to negative infinity. I mean, I don't know if it's allowed or anything, but it follows the formula. I think Flame was talking about embark tiles, though.

Anyway, I'm working on a ruleset for that "ancap fortress" idea someone posted upthread. Since I'm an actual ancap*, nobody can possibly complain that the rules are unrepresentative.

*can't shame me, I have [OPPOSED_TO_LIFE]
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Sanctume

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Re: Succession Game Ideas
« Reply #49 on: July 21, 2017, 02:21:56 pm »

Not so much of an idea, but a low pop-cap fort like Archcrystal might be interesting.

A big problem with succession forts is that later turns become exponentially longer due to FPS death and overall complexity. By restricting dwarf counts, framerate is kept high and turn durations can be made shorter (maybe 1 week instead of 2) so the game doesn't die off as quickly.
How about the opposite: a 1x1 map with a full population of dwarves?

Ok, any 1 cavern layer.  It be nice to have surface, 2 soil, ~3 stone, 1 cavern only (max 3z), 5z stone, then SMR.

Fleeting Frames

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Re: Succession Game Ideas
« Reply #50 on: July 21, 2017, 06:01:08 pm »

Might be bit tricky to get 3z cavern without geo- or regionmanipulator. (I've seen it happen few  times in vanilla, but 4 and 5z are more common). Plus you usually start with magma sea instead of straight smr after under-cavern stone, and editing world_gen.txt to have 0 for all layers_above other than 1 has same effect as setting them to a minimum, so that needs adjusting too.

Hanslanda

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Re: Succession Game Ideas
« Reply #51 on: September 14, 2017, 01:16:52 pm »

Multi-fort. One embark, several independent forts. Each with separate populations, separate supplies etc. Obviously this means that bookkeepers won't be helpful and then you have the keeping people separated finaglery. Oh and each fort only gets a caravan every nth year, n being the number of mini forts.
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govod

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Re: Succession Game Ideas
« Reply #52 on: October 06, 2017, 11:44:38 am »

I've been an on-off player for years but haven't taken part in a succession game yet. I have some ideas for settings that would involve both the dwarf and the adventure mode, but would mostly be played in the fort(s). Before I get into details, I just wanted to know if there would even be interest in anything like this; I've been browsing this subforum and to me there doesn't seem to be many mixed mode games. The Museum is one, and I love that idea. Perhaps there are some issues I'm not considering? Are there game-breaking bugs (crashes, FPS death) that would make such a game hard, if not impossible? Or is it that most people play exclusively one of the modes and shun away from the other?

In general terms, I'm thinking that the non-fatal bugs that retiring/unretiring forts and hostile adventuring companions bring could actually be part of the gameplay, as in, if the player suddenly has permanent goblin dancer residents or merchants who can't leave, they just have to deal with the issue (no, don't say magma. There are... other... ways.)
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Sanctume

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Re: Succession Game Ideas
« Reply #53 on: October 06, 2017, 01:07:59 pm »

Multi-fort. One embark, several independent forts. Each with separate populations, separate supplies etc. Obviously this means that bookkeepers won't be helpful and then you have the keeping people separated finaglery. Oh and each fort only gets a caravan every nth year, n being the number of mini forts.

Have done something like this. 

Ineth Zafal, a Humankin fortress where the embark map is divided into squares. 
But we can use all the population. 

A close to the concept of total population would be Timeless Bob's Smallworld Dwarfolopy - City Planning

And earlier embark for district / separation of population did not go so well due to dwarfs ignoring burrow restrictions.  To truly separate required no paths between forts.  The City" (Multiplayer-ish Dwarven Economy)

Raskuz

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Re: Succession Game Ideas
« Reply #54 on: October 09, 2017, 08:20:18 pm »

Long time lurker, first time posting. I've been fiddling around with...unreasonable embarks, and while its not the best world I've created, its the only one that didn't crash when trying to save. I'm not really sure how to add pictures to posts but gist is why not see what happens with a succession fort surrounded by a LOT of necromancers? Can get more towers in a smaller area, but most of the worlds crash after the 3000 years mark so I'm having a bit of trouble with that. Genned the world in 34.11 as well, not sure if its easier or harder to get an overkill number of necromancers in the newer versions. Also yes I am aware that in all likelihood the sheer number of separate necromancer invasions would kill the fort through fps loss or reduce it to never being able to go onto the surface ever, its still an idea.  Edit: Kudos to Spriggans for explaining how to add images, though pretty sure I goofed it so just gonna leave it as a link
« Last Edit: October 11, 2017, 01:17:19 am by Raskuz »
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Immortal-D

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Re: Succession Game Ideas
« Reply #55 on: October 09, 2017, 08:40:21 pm »

Long time lurker, first time posting. I've been fiddling around with...unreasonable embarks, and while its not the best world I've created, its the only one that didn't crash when trying to save. I'm not really sure how to add pictures to posts but gist is why not see what happens with a succession fort surrounded by a LOT of necromancers? Can get more towers in a smaller area, but most of the worlds crash after the 3000 years mark so I'm having a bit of trouble with that. Genned the world in 34.11 as well, not sure if its easier or harder to get an overkill number of necromancers in the newer versions. Also yes I am aware that in all likelihood the sheer number of separate necromancer invasions would kill the fort through fps loss or reduce it to never being able to go onto the surface ever, its still an idea.  Edit: egh, i'm not familiar with forums at all so that hyperlink will have to do until someone can explain how to just spoiler the image
That's a pretty sweet little island.  I don't know enough about version transfers to say if the Seed will produce the same results in the current version.  If it does, that would definitely be a keeper.

Spriggans

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Re: Succession Game Ideas
« Reply #56 on: October 10, 2017, 03:20:24 am »

I'm not really sure how to add pictures to posts

Hello, fellow lurker.
There. Come out of your hidy hole. See the sunlight again.

To add images, use the img tag, and inside it a image link (eg https://www.blabla/img.png )
You must put the extension of the image.

|img|https://i.imgur.com/test.png|/img|

(where |s are [ and ] )
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Fleeting Frames

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Re: Succession Game Ideas
« Reply #57 on: October 10, 2017, 08:29:29 am »

@Raskuz:
Aye, history seeds are not compatible between 34.11, 40.24, 42.06, 43.03, 43.05 32-bit and 43.05 64-bit. Though geography might be same between some of them (have had exact same geography in 43.03 and 42.06 at least).

Regarding towers, there's plenty of advice around, but you're a lunatic, so...
Towers are founded by people afraid of death, typically in a setup where they experience a traumatic event, and when next war happens in an area and not site they go pick the corpses and go off to found a tower. Multiple towers, if they've created multiple nomadic groups, until they run out of nomadic groups.

Simplest ways to increase the number of towers, if you don't care about anything else, is to max out secrets (is more of a cap), add sphere:death to mortal civs and place more civs in worldgen so that they'll go to war with each other. (Megabeast - or even regular beast - caused deaths also work, but is slower and there may not be a civ surviving afterwards. Like, with just wild beasts one might look at something like 1800 years for 1-2 towers.)

There is also mv_site.lua dfhack script to move the necro towers from elsewhere in the world near to embark; gets invasions, though it doesn't seem to fully work for site generation and founding.

My curren main embark (43.03) has 80 towers all created by 1 necromancer, who I coaxed slowly by micro-adjusting worldgen parameters messing in his travel path to travel more and build more towers. (If I just wanted towers, spamming lots of civs would have been simpler, but I also wanted minimum number of civs to get maxed out major sites with less fragmented market base for better trading and non-tower siege options.)



As for the effect in succession...You surmised correctly; though some manage to beat the necromantic armies of doom, kill all the undead, save fps and retake surface.
« Last Edit: October 10, 2017, 08:32:35 am by Fleeting Frames »
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Raskuz

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Re: Succession Game Ideas
« Reply #58 on: October 11, 2017, 01:20:56 am »

Yeah, I've just been slapping secrets, werebeasts, and vampires to 1000 each along with 300 civs and then just letting the world gen for a few thousand years. Almost always results in a crash but thats more because i'm determined to try to get a 5000+ year world. Still, thanks for the tips and info regarding world gen Fleeting Frames, time to gen some more worlds.
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Fleeting Frames

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Re: Succession Game Ideas
« Reply #59 on: October 11, 2017, 03:30:56 am »

Yeah, my example had to upgrade to 9 civs and 117 secrets/20 weres/1 vamp; just initial minimum 5 civs and 100 secrets didn't generate more than a half-dozen towers.

And huh. Any reason why 5000 year old world? Even the strongest untamed wilds are going to be pierced through by the smallest hamlet in around half the time from my testing.

You could probably ditch supermajority of your civs and instead let few expand, meet each other, and go to war with 5k world.  Half the point of lots of civs is more people starting out in a crapsack world, after all, with the other half being more death gods. (It is my favoured approach, but not something you can control without pre-set values. In normal uncontrolled situations, I think you'd end up with 1 civ being the majority of world after 5k years.)
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