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Author Topic: Many fortress, one world: Succesion world for adventure mode  (Read 62515 times)

Armeleon

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Re: Many fortress, one world: Succesion world for adventure mode
« Reply #330 on: May 28, 2012, 09:28:32 pm »

Ah. I figured as much. Thanks for figuring out the raws for me. It should work now.

EDIT:

I take that back. Nothing yet.  I'll try downloading the most recent update, see if that works.

EDIT II:

No, that didn't work either. Has anyone else downloaded the world save and had it work for them?
« Last Edit: May 28, 2012, 09:45:28 pm by Armeleon »
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Eric Blank

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Re: Many fortress, one world: Succesion world for adventure mode
« Reply #331 on: May 28, 2012, 10:11:36 pm »

I just extracted it to a freshly-extracted [DF.34.10/data/save] and it shows up and works just fine. Just extract it straight into that folder.

[Edit]
Any luck with that?
« Last Edit: May 29, 2012, 01:49:09 am by Eric Blank »
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I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

Armeleon

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Re: Many fortress, one world: Succesion world for adventure mode
« Reply #332 on: May 29, 2012, 10:00:53 pm »

It worked! Thanks. Hopefully I can transfer over DF Hack, but if not I'll just get started. I'll take tomorrow to get some progress going, and give you guys updates as I go along.
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Eric Blank

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Re: Many fortress, one world: Succesion world for adventure mode
« Reply #333 on: May 31, 2012, 02:07:19 am »

It worked! Thanks. Hopefully I can transfer over DF Hack, but if not I'll just get started. I'll take tomorrow to get some progress going, and give you guys updates as I go along.

Sweet! This should be good! :D
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I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

Armeleon

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Re: Many fortress, one world: Succesion world for adventure mode
« Reply #334 on: June 02, 2012, 12:42:55 pm »

It should have been good! I had all sorts of plans for it.  But.  Since wednesday my life has gotten a bit... complicated... and I have to move overseas by friday. So I don't think I will have time to finish it.  Maybe when I'm all settled in and get a job again I will have time. Until then, I will have to postpone my turn. I won't have time to work on it.  Go ahead and message the next one in line.
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Eric Blank

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Re: Many fortress, one world: Succesion world for adventure mode
« Reply #335 on: June 02, 2012, 02:59:17 pm »

Aw. Sorry to hear that. If you think you'll have an opening in the next 10-12 days, you can delay by one turn (as per the rules.)

Moving on to Spoony Bard I guess.

Oh gods, I jsut realized I don't have an amazing plan for my fort. ‼PANIC‼
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I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

A Spoony Bard

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Re: Many fortress, one world: Succesion world for adventure mode
« Reply #336 on: June 02, 2012, 03:02:08 pm »

Well, I'll download the file and start later tonight, then!
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A Spoony Bard

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Re: Many fortress, one world: Succesion world for adventure mode
« Reply #337 on: June 03, 2012, 11:28:59 am »

I'm not sure if this was done on purpose or someone changed the raws. Instead of having dwarves, my settlement is composed of humans, which isn't too big of a deal, but it seems that because of this, captain of the guard, mayor, broker, bookkeeper, and militia commander are all being assigned to them automatically.
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Eric Blank

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Re: Many fortress, one world: Succesion world for adventure mode
« Reply #338 on: June 03, 2012, 12:09:42 pm »

Yup. Intended modding. Should have read the OP. You could have switched to any civilization you wanted besides kobolds. :P
Humans shouldn't be hard to play as, ignoring the blatant lack of steel. Can probably, maybe, use adamantine...
I dunno why those positions are being assigned automatically, though. Can't remember if that was intentional...
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I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

A Spoony Bard

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Re: Many fortress, one world: Succesion world for adventure mode
« Reply #339 on: June 06, 2012, 01:47:27 pm »

My turn is finished and can be found here.

Spoiler: Click for location (click to show/hide)
Originally planned to be a mission hub and/or gentledwarf's club, the fortress was attacked during construction by a necromancer, who easily overpowered the work force. Undead now (probably) roam the fortress. Moderately expansive catacombs which may or may not be filled with treasure (I didn't get time to fill it up before the zombies took over, so I left the loot to item scattering) and a gateway into the caverns under the earth await under this once lively building site!
(Reclaim if you want to. If you want to explore with a canon adventurer (one who is going to be in the main save) only do so to clear out the monsters for reclaiming, please.)
« Last Edit: June 06, 2012, 02:07:42 pm by A Spoony Bard »
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Garath

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Re: Many fortress, one world: Succesion world for adventure mode
« Reply #340 on: June 06, 2012, 01:53:48 pm »

moving along nicely I see, yay for DF
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Quote from: Urist Imiknorris
Jam a door with its corpse and let all the goblins in. Hey, nobody said it had to be a weapon against your enemies.
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And then everyone melted.

Eric Blank

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Re: Many fortress, one world: Succesion world for adventure mode
« Reply #341 on: June 06, 2012, 01:57:52 pm »

Crap. That means it's my turn. Guess I'll go PM myself. :P

No plans prepared yet, but I hope I can find that embark again and nobody else took it. Was pretty awesome for constructing a horrendous deathtrap.

Also, we won't be doing any adventurers, as it was learned that that is a terrible idea because the adventurer creation list is already on the brink of crashing the game, and one retired adventurer will cause that to happen when the player views the bottom page on the list of possible species. And that's entirely my fault. :-[


[Alright, I've chosen my site and embarked, and pdated to 34.11. I hope this goes well and I can make something worth exploring for glory and death, but if Armeleon is ready to take his turn now he can and I'll do something else for the time being.]
« Last Edit: June 07, 2012, 12:06:49 pm by Eric Blank »
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I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

Garath

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Re: Many fortress, one world: Succesion world for adventure mode
« Reply #342 on: June 16, 2012, 01:50:58 pm »

would it help to unretire some adventurers and kill them off? the idea is to make new adventurers and explore a great world, so those who participated first are better off creating new ones anyway
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Quote from: Urist Imiknorris
Jam a door with its corpse and let all the goblins in. Hey, nobody said it had to be a weapon against your enemies.
Quote from: Frogwarrior
And then everyone melted.

Spish

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Re: Many fortress, one world: Succesion world for adventure mode
« Reply #343 on: June 18, 2012, 12:07:53 pm »

Actually it should be my turn, since I requested the number 12 spot. But it's no big deal, since I'm working full time now, so I probably wouldn't be able to spend much time with it anyway. I might be willing to take the next turn though.

Personally, I'm finding it hard to get excited for the succession world because DF2012 doesn't handle post-abandonment creatures nearly as well as 31.25 (no monsters spawn, all residents are randomly scattered outside or deep in the caves). It would be neat to have one of those active, retired dwarf fortress like Romancewhipped in the test world, but it's completely impossible in the current version. And I'm starting to think that the world is way too big and cumbersome for fortress-raiding to be fun (I mean, most adventurers will only ever be able to reach 1 fortress before dying in the wilderness... if they're lucky).

Not to mention I'd be surprised if our world is even compatible with the awesome update coming up, but that remains to be seen.
« Last Edit: June 18, 2012, 12:18:18 pm by Spish »
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Eric Blank

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Re: Many fortress, one world: Succesion world for adventure mode
« Reply #344 on: June 18, 2012, 03:07:05 pm »

Well go right ahead, I guess. I totally forgot about your turn being moved back. It would probably help if the list were updated. I lost internet service since Wednesday, and all hell broke loose. I didn't accomplish anything with the game, so just start where A Spoony Bard left off.

Also, Garath, there currently are no adventurers retired, the game is crashing ebcause there are too many options for creating adventurers, as in too many species to play as an outsider with, so the game will crash if one ever were retired, putting them at the bottom of this list. If the next player tries to look at that last page on the list, the game crashes. So that's why we can't pass the save along with an adventurer being retired. Yes, this is all my fault and I feel terrible. No, there's nothing we can do but start over without quite as many adventurer options.
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I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.
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