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Author Topic: Many fortress, one world: Succesion world for adventure mode  (Read 62383 times)

Girlinhat

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Re: Many fortress, one world: Succesion world for adventure mode
« Reply #150 on: March 27, 2012, 09:06:34 pm »

If you're running .04 then DFHack will run fine, the only issue is, are we going to permanently upgrade the world or leave it .04/.05?

Current abandon method can leave survivors, but DFHack allows for much "cleaner" abandon scenarios.

Eric Blank

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Re: Many fortress, one world: Succesion world for adventure mode
« Reply #151 on: March 27, 2012, 09:43:11 pm »

We should update the game as we go. I doubt anything serious will come up, besides a hankering for new features Toady may implement that don't get passed down to older saves.

Speaking of .05, I should go find the .05 updated raws I wrote and implement the .06 raw updates, and get Loud whispers to update it all before uplaoding the save.


Nevermind; GIH or someone already did the .05 update. All you'll need to do is copy over body_detail_plan.txt and Item_helm.txt from your .06 copy into the save. It should also be retroactive so do so even if we haven't moved on to 34.06 yet.
« Last Edit: March 27, 2012, 09:57:19 pm by Eric Blank »
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Phantom of The Library

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Re: Many fortress, one world: Succesion world for adventure mode
« Reply #152 on: March 28, 2012, 04:37:02 pm »

Posting to watch for mah turn jah.
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Garath

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Re: Many fortress, one world: Succesion world for adventure mode
« Reply #153 on: March 28, 2012, 05:09:29 pm »

We should update the game as we go. I doubt anything serious will come up, besides a hankering for new features Toady may implement that don't get passed down to older saves.

Speaking of .05, I should go find the .05 updated raws I wrote and implement the .06 raw updates, and get Loud whispers to update it all before uplaoding the save.


Nevermind; GIH or someone already did the .05 update. All you'll need to do is copy over body_detail_plan.txt and Item_helm.txt from your .06 copy into the save. It should also be retroactive so do so even if we haven't moved on to 34.06 yet.

good to know, but can someone somewhere keep a list of any changes you have to make and how to do it? I'm somewhere in turn 42, so much more may change within those days. I'd like to know what I need to do to keep it running.
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Rayc

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Re: Many fortress, one world: Succesion world for adventure mode
« Reply #154 on: March 28, 2012, 05:25:39 pm »

This looks "fun". 

If people are starting to line up in droves to get in on this, you could have two worlds bouncing back and forth.  Every 5 days a new turn lasting 10 days would begin, with every other time being world A.

Are the historical immigrants from the previous forts migrating, or are you killing them all off?  It would be cool to have a dwarf that has been in 12 different player forts, sort of like a mascot.  Or have a dwarfen family tree span down through all the forts. 
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Kofthefens

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Re: Many fortress, one world: Succesion world for adventure mode
« Reply #155 on: March 28, 2012, 05:28:53 pm »

If people are starting to line up in droves to get in on this, you could have two worlds bouncing back and forth.  Every 5 days a new turn lasting 10 days would begin, with every other time being world A.

I feel like the goal of this is to fill a single world, and it wouldn't be worth it. That may just be me though.
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Garath

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Re: Many fortress, one world: Succesion world for adventure mode
« Reply #156 on: March 28, 2012, 05:37:54 pm »

I'm really all for abandoning and not always calling doom upon the fort. I think it'sgreat when I see some imigrant from a previous fort get to mine.

Since releasing HFS into the fort is not a good way to greet adventurers, noris colapsing it into nothing, I really hope to see a few more normal abandons. "we did what we came for, looks like fun, let's find a new employer."
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Spish

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Re: Many fortress, one world: Succesion world for adventure mode
« Reply #157 on: March 28, 2012, 05:44:47 pm »

I had an idea regarding that, similar to Poin's test world. A smaller, equally well-designed world featured in the OP alongside the main one, where players get 2-4 days to work on their fort as opposed to 10, and there is no turn list. No turn list, spots are first come, first serve, and depending on the amount of traffic, players will be able to just pick up the save and start a fort in it whenever they feel like it. If there is no one waiting in line for a stab at it, players can spend as long as they want on it. IMO, it could actually end up being more fun than the main one, simply because you'd easily be able to travel between the numerous, not-so-complex forts in mere minutes (I had a lot of fun with the pocket world, even if some of the forts kinda sucked).

Well from my visit to GIH's fort, the residents will be alive and well, assuming there's nothing lurking around to kill them. However; DFhack probably still has something to manage the transition. You'll just have to wait for it to be updated. :P
Only temporary. The inhabitants will gradually disappear from the site after a while. I thought it was a bug too.
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A Spoony Bard

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Re: Many fortress, one world: Succesion world for adventure mode
« Reply #158 on: March 28, 2012, 09:26:18 pm »


Are the historical immigrants from the previous forts migrating, or are you killing them all off?  It would be cool to have a dwarf that has been in 12 different player forts, sort of like a mascot.  Or have a dwarfen family tree span down through all the forts.
Is there any way to prevent this? I want to make a town-like fort, but it won't funtion how I want it to if everyone in it just migrates off...
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Loud Whispers

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Re: Many fortress, one world: Succesion world for adventure mode
« Reply #159 on: March 29, 2012, 02:10:53 pm »

Also item scatter might be an issue.

Spish

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Re: Many fortress, one world: Succesion world for adventure mode
« Reply #160 on: March 29, 2012, 03:16:05 pm »

Supposedly DFhack will have anti-scatter covered in the next release. If you can wait that long (oh hey it's already here!). Honestly, I probably would've enjoyed visiting Girlin's site more if there weren't empty boxes covering every square inch of the map. And if you're doing a deathtrap fortress, Whispers, I strongly recommend getting rid of the scatter so most of the sweet loot doesn't end up outside.
« Last Edit: March 29, 2012, 03:18:46 pm by Spish »
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Veetor

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Re: Many fortress, one world: Succesion world for adventure mode
« Reply #161 on: March 29, 2012, 03:58:34 pm »

Well, here goes.
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Eric Blank

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Re: Many fortress, one world: Succesion world for adventure mode
« Reply #162 on: March 29, 2012, 06:14:39 pm »

I've found a really good site for myself already around a volcano south of the island in the inland sea, adjacent to a tower. I fully intend to make a horrifying deathtrap rewarded with useless gold trinkets, and some steel gear :P

There's a massive load of ores on the map, the first 200k of which being gold, followed by hematite, the two most common forms of copper, galena, sphalerite, and a little aluminum. But the big plus is the massive depth of the map, which means lots of space to engineer my death traps and impressive structures. The first cavern lies ~57 z-levels below the main mountain valley, which is ~87 z-levels from the peak of the mountains. The first cavern layer has no groundcover besides mud, but the second, at -100 z's, has ground cover and much more vegetation. The magma sea starts at -123 from the main valley floor. The only drawbacks for me is that my FPS will likely plummet, there's no water above the caverns, which is a really, really long ways down, and there's not a lot of marble to accompany the hematite, nor much adamantine.

Time to start drawing up blueprints. And buying up picks. It takes YEARS to create a defensible outdoor fortress in the mountains, but goblins show up within roughly twelve-thirteen months. I'm going to need stout labor and a good defensive strategy that distracts bowmen.


I did find more hematite and marble immediately to the south-east of that volcano, in the forests immediately north of a tiny mountain range. The marble exists under a locale with clay in the soil, and the hematite under the adjacent area without clay. Not as good for building a massive deathtrap, but parts of it are very flat and shallow relative to these mountains, and it has surface water in the form of pools. No magma pipes, though.
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I make Spellcrafts!
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DS

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Re: Many fortress, one world: Succesion world for adventure mode
« Reply #163 on: March 30, 2012, 02:18:25 pm »

Poindex, is it possible to keep the OP updated with whose turn it is currently? The project is still young, but it will be convenient once things get into full swing and people want to see just how close their turn is.
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Loud Whispers

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Re: Many fortress, one world: Succesion world for adventure mode
« Reply #164 on: March 30, 2012, 02:32:44 pm »

Wait, will I get a chance to sort out item scatter after I've passed the save on to someone else once DF hack updates have been made?
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