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Author Topic: Many fortress, one world: Succesion world for adventure mode  (Read 62331 times)

Loud Whispers

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Re: Many fortress, one world: Succesion world for adventure mode
« Reply #60 on: March 10, 2012, 07:33:52 pm »

I am still uncertain as to what I shall create... They say the best plan can be spontaneous.

Spish

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Re: Many fortress, one world: Succesion world for adventure mode
« Reply #61 on: March 10, 2012, 07:41:45 pm »

Well that makes sense, you can't have a Spartan fortress with just anyone, after all.

Make sure you forbid your artifacts (the non-constructable ones at least) immediately after making them, so they don't get taken out of the workshop until you can figure out some scatter-safe method of storing them for adventurers.
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DS

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Re: Many fortress, one world: Succesion world for adventure mode
« Reply #62 on: March 10, 2012, 07:54:35 pm »

The world is already underway, and it's a massive world.  I embarked and started, and realized I was human.  Humans are now 80% dwarfier.  Begun digging.  Lots of digging.

It would be useful to future players to have a reference list of civilizations, so people can easily see what race they are embarking as. I'm on it.

EDIT: Actually, on the embark screen, you can just look at the civilizations. There are a few that have conquered others (such as a human civ with a few goblin towers), but it is easy enough to tell just by looking at the map.

I discovered, however, that we have 10 human civs, 10 elf civs, 10 goblin civs, and 10 dwarf civs. Only one civilization - the Spider of Finders (goblins) - has been wiped out (they have no more sites), and their last entry in Legends is a lost battle in 90 (the world is somewhere around 300).
« Last Edit: March 10, 2012, 08:29:52 pm by DS »
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Finished: Weatherwires, the Last Mountainhome. A tragic mix of Children of Men, City of Ember, and, uh, magma.
Stymied: Correspondence from Syrupurns, a prematurely ended narrative, told through annual updates.
In Progress: Roomcarnage, a fortress clinging to life beneath a haunted glacier.

Eric Blank

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Re: Many fortress, one world: Succesion world for adventure mode
« Reply #63 on: March 10, 2012, 10:54:57 pm »

It was actually rather difficult to find this thread again...

How goes the game? :D


Also, you can tell what race your civ is by changing to the diplomacy/civs-available-for-trade/war screen after selecting one. The race listed at the top is your civ, and the race by which your fortress will be populated. Everything below that will be other civilizaions that have access to the site.
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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.

Loud Whispers

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Re: Many fortress, one world: Succesion world for adventure mode
« Reply #64 on: March 11, 2012, 07:16:01 am »

While we're at it, I'd recommend lowering the pain receptors on Bone tissue to 20. At this level; one cracked/chipped bone puts you in pain, two puts you in extreme pain (but is recoverable and doesn't always knock you out), and three is basically the same as what normally happens when you break a bone with 50 pain receptors (certain death, assuming you break all three in quick succession). In addition to drastically cutting down on cheap deaths, this also makes bogeyman a lot less annoying. Doesn't take into account skin+tissue+muscle torn by arrows, but chipped arrow wounds are at least survivable now (if only barely).

I don't think you appreciate just how painful chipped bones are :P

Anywho, broken bones tend to indicate your dead regardless. Cheap deaths are the best deaths!

Girlinhat

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Re: Many fortress, one world: Succesion world for adventure mode
« Reply #65 on: March 11, 2012, 11:22:59 am »

While accurate, it's also not fun.  Insta-death in adventure mode is not conductive to an enjoyable experience.

But I'll leave that for someone after me to mod.

Eric Blank

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Re: Many fortress, one world: Succesion world for adventure mode
« Reply #66 on: March 11, 2012, 11:47:42 am »

Spoiler (click to show/hide)
Ideally something like this.  A deep hole drilled straight through to the magma sea (lava see, since it can see daylight?) with walkways carved into the walls and rooms buried in the stone.  The walls around the top edge would curve around into a short spire from which THIS IS SPARTA could be performed liberally.  Additionally, the above-ground structure there would contain an reservoir and pump area, coupled with the rest of the borehole's pump system, well...  The whole thing erupts and overflows (right when you get to the bottom!)

Damn... You stole my idea! Almost to the letter. That's actually my preferred fortress layout, except that I always make a 11x11 square hole with five tiles on every edge and usually don't bother to go below the first caverns with it just because I have so much damn room
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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.

Spish

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Re: Many fortress, one world: Succesion world for adventure mode
« Reply #67 on: March 11, 2012, 01:16:22 pm »

If you're gonna be humans, you might as well make human equipment, importing steel from the dwarves. High-quality steel/adamatine scimitars/longswords/two-handers/morningstars/flails/greataxes/halberds/daggers/whips are usually impossible to come by in vanilla adventure mode.
I don't think you appreciate just how painful chipped bones are :P

Anywho, broken bones tend to indicate your dead regardless. Cheap deaths are the best deaths!
I hate when people around here pretend to be real-life experts on things they're obviously not. Besides, this is a fantasy game; you can get stabbed numerous times in the stomach and chest, and still be able to walk it off, or get your arm torn off, and even with no application of first-aid only lose just enough blood to become 'faint.' At 20 pain receptors, a chipped bone (plus pain from the skin/tissue/muscle the dagger or arrow tore through to get to it) is still enough to cause extreme, fainty pain, but only just.
« Last Edit: March 11, 2012, 01:22:26 pm by Spish »
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Loud Whispers

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Re: Many fortress, one world: Succesion world for adventure mode
« Reply #68 on: March 11, 2012, 02:09:50 pm »

I hate when people around here pretend to be real-life experts on things they're obviously not. Besides, this is a fantasy game; you can get stabbed numerous times in the stomach and chest, and still be able to walk it off, or get your arm torn off, and even with no application of first-aid only lose just enough blood to become 'faint.' At 20 pain receptors, a chipped bone (plus pain from the skin/tissue/muscle the dagger or arrow tore through to get to it) is still enough to cause extreme, fainty pain, but only just.

1. What implied that I said I was an expert? I'm basing this off personal experience. Personal experience =/= expert?
2. The whole limb ripping thing is caused by a bug. Doesn't even bleed a bit if the limb is ripped off cleanly. Arguing about making the world easier by justifying it with a bug is hardly a sound one :|

Plus, this probably should've been discussed in the original thread, before we already started playing it :\

Ah, and if you're getting stabbed in the stomach and chest, and walking it off, your game might be a bit broken :P
« Last Edit: March 11, 2012, 02:11:27 pm by Loud Whispers »
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Spish

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Re: Many fortress, one world: Succesion world for adventure mode
« Reply #69 on: March 11, 2012, 02:19:40 pm »

2. The whole limb ripping thing is caused by a bug. Doesn't even bleed a bit if the limb is ripped off cleanly. Arguing about making the world easier by justifying it with a bug is hardly a sound one :|
So is the whole "pass out 6 times from a broken finger" dealie. Either way, I'm pretty sure that Toady intended severed limbs to be survivable. What's screwed up is that broken bones, no matter how small, are unsurvivable.
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Ah, yes, I thought something was amiss. Now I see. There's not enough terrible things in the lakes.

Powder Miner

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Re: Many fortress, one world: Succesion world for adventure mode
« Reply #70 on: March 11, 2012, 02:26:01 pm »

I didn't pass out from any of my broken arms, one of which overlapped itself. I could function enough to get to the ER (not driving, because I'm not yet old enough, but...).
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Cellmonk

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Re: Many fortress, one world: Succesion world for adventure mode
« Reply #71 on: March 11, 2012, 02:49:33 pm »

I always just put Willpower up to superhuman in my adventurers. Then broken bones don't make me pass out most of the time, unless, I'm also being kicked in the head.
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Kassil

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Re: Many fortress, one world: Succesion world for adventure mode
« Reply #72 on: March 11, 2012, 04:18:09 pm »

As something of an unwilling expert on the subject of pain, I have to say that the amount it impacts you depends on two things - one is the severity of the injury (chipped bones will hurt like hell, yes, but there are worse pains) and the other is your own pain tolerance. I'm capable of remaining functional, at an impaired level, under situations that would - and do - cripple other people I know.
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you mean elves with loads of stone loaded onto their backs while walking on their hands with dwarves holding their legs to guide them?

Poindexterity

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Re: Many fortress, one world: Succesion world for adventure mode
« Reply #73 on: March 11, 2012, 05:09:08 pm »

As something of an unwilling expert on the subject of pain, I have to say that the amount it impacts you depends on two things - one is the severity of the injury (chipped bones will hurt like hell, yes, but there are worse pains) and the other is your own pain tolerance. I'm capable of remaining functional, at an impaired level, under situations that would - and do - cripple other people I know.
adrenaline being a third factor. If im terrified, i can withstand levels of pain that would FLOOR me were i to be all chillin and whatnot.
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Kassil

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Re: Many fortress, one world: Succesion world for adventure mode
« Reply #74 on: March 11, 2012, 05:10:09 pm »

As something of an unwilling expert on the subject of pain, I have to say that the amount it impacts you depends on two things - one is the severity of the injury (chipped bones will hurt like hell, yes, but there are worse pains) and the other is your own pain tolerance. I'm capable of remaining functional, at an impaired level, under situations that would - and do - cripple other people I know.
adrenaline being a third factor. If im terrified, i can withstand levels of pain that would FLOOR me were i to be all chillin and whatnot.

True. Adrenaline is one hell of a functional anesthetic/cushion against pain.
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Wheelbarrows with wheels are inferior to the true wheelbarrow.
you mean elves with loads of stone loaded onto their backs while walking on their hands with dwarves holding their legs to guide them?
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