Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 4 5 [6] 7 8 ... 28

Author Topic: Many fortress, one world: Succesion world for adventure mode  (Read 62365 times)

Eric Blank

  • Bay Watcher
  • *Remain calm*
    • View Profile
Re: Many fortress, one world: Succesion world for adventure mode
« Reply #75 on: March 11, 2012, 05:48:04 pm »

And we can all agree that just about everybody in DF would be pumped up on adrenaline like a pissed off gorilla with a hangover. :P
Logged
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

  • Bay Watcher
  • They said we have to aim higher, so we dug deeper.
    • View Profile
    • I APPLAUD YOU SIRRAH
Re: Many fortress, one world: Succesion world for adventure mode
« Reply #76 on: March 11, 2012, 05:57:33 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.

Exactly. The people who pass out from dented fingers, are the people who removed all points from willpower assuming it was useless :P

Hell, even above average willpower results in an adventurer who can jump off bridges and still stay conscious.

Eric Blank

  • Bay Watcher
  • *Remain calm*
    • View Profile
Re: Many fortress, one world: Succesion world for adventure mode
« Reply #77 on: March 11, 2012, 06:51:17 pm »

Hell, even above average willpower results in an adventurer who can jump off bridges and still stay conscious.

False. Adventurers with High Willpower will usually pass out after jumping 2 z-levels, or with a broken bone. I ALWAYS use at least high willpower and endurance, and it's still true that just about any broken bones/marksman-induced injuries will result in passing out from pain, which results in death. It's fairly ridiculous how wimpy creatures are in regards to pain tolerance, but I'm not sure if taking action would be appreciated by the community at large.
Logged
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

  • Bay Watcher
  • They said we have to aim higher, so we dug deeper.
    • View Profile
    • I APPLAUD YOU SIRRAH
Re: Many fortress, one world: Succesion world for adventure mode
« Reply #78 on: March 11, 2012, 07:41:18 pm »

Tried this with +1 above average willpower, average endurance;
Spoiler (click to show/hide)
Didn't stop me from dragging myself around the caverns ^-^

Oh and that was a 5 z lvl fall...

Spish

  • Bay Watcher
    • View Profile
Re: Many fortress, one world: Succesion world for adventure mode
« Reply #79 on: March 11, 2012, 09:06:19 pm »

^ Because you ruined your spine in the process, so you couldn't even feel anything (hence, no flashing pain symbol). I just took one of my old, high willpower adventurers and he passed out three times after falling and breaking two bones (one fractured and the other jammed through the skin). And that was with modded bones, too. Edit: Apparently, open fractures (jammed bones) are twice as painful as regular ones, that certainly makes sense.

40 or 30 pain receptors wouldn't be bad either, but I concede that it's all up to you as the next player after Girlin. I encourage you try out a long-term adventurer on this particularly large world, grind up enough armor, skills and companions to make an expedition to a fortress on the other side of the region, and decide for yourself whether or not sudden and unavoidable death is good wholesome Fun.
« Last Edit: March 11, 2012, 09:42:16 pm by Spish »
Logged
Ah, yes, I thought something was amiss. Now I see. There's not enough terrible things in the lakes.

Babylon

  • Bay Watcher
    • View Profile
Re: Many fortress, one world: Succesion world for adventure mode
« Reply #80 on: March 11, 2012, 10:21:57 pm »

Posting to watch, looking forward to my turn.
Logged

Girlinhat

  • Bay Watcher
  • [PREFSTRING:large ears]
    • View Profile
Re: Many fortress, one world: Succesion world for adventure mode
« Reply #81 on: March 12, 2012, 10:49:54 am »

In today's news, Urist McMiner has struck copper while digging in the borehole project.  In an interview he reported 'I dunno, I was just doin' me job when I realize, this is copper!  Native copper!  Great stuff, this.  Makes picks, armor, barrels, great a build with...'  The furnace workers confirmed that the brownish ore was indeed copper and has been stockpiled alongside the existing copper from the other 341 times that the miners have found copper veins in the pit.

After this commercial message, breaking news!  Urist McMiner has struck more copper!

Vodrilus

  • Bay Watcher
  • Has been forced to endure NaNoWriMo failure.
    • View Profile
Re: Many fortress, one world: Succesion world for adventure mode
« Reply #82 on: March 12, 2012, 01:41:42 pm »

Urist McMiner
I'm having a hard time keeping your settlers human in my mind's eye. My cup of dwarfiness overfloweth...
Logged
Going backwards in reversed time (just like everybody else).

Girlinhat

  • Bay Watcher
  • [PREFSTRING:large ears]
    • View Profile
Re: Many fortress, one world: Succesion world for adventure mode
« Reply #83 on: March 12, 2012, 01:46:35 pm »

In the name of construction, I enabled fastdwarf (fasthuman?) and set the majority of my population to digging and such.  The results are not promising.  I'm getting 5-10 FPS, a season takes like 5 hours, and I'm going at a rate of ~one level every 45 minutes.  I'm currently at z-15 and magma is at z-150.  At this rate I simply won't be able to finish the grand design.  I think I'll suffice for a lesser design, and try again on a smaller world for faster speed and the entire borehole.  Instead, this embark will be a deep pit with a human town built at the bottom, optionally flooded with magma.  The sheer size of 150z pump stack is daunting enough that I might suffice for a less amazing idea.

Future fortresses beware: world be deep!

Gizogin

  • Bay Watcher
  • [EVIL][RAWMANCER]
    • View Profile
Re: Many fortress, one world: Succesion world for adventure mode
« Reply #84 on: March 12, 2012, 02:09:12 pm »

I just read through this thread in detail for the first time, and I'm a little bit confused.  Some of that is probably because I stopped following the brainstorming thread a while ago, but still.  I gather that there are a few mods in place, like the ability to play as any race and the removal of aging; are there any others that are worth mentioning? 
What's the big deal about not having access to DT and DFhack?  I haven't ever used DT, and I haven't been able to use DFhack since I got my Mac, so I don't really see why it's such a problem.  That said, I haven't actually used either of them, so I don't really have the same perspective as those of you who rely on it.  Would I be correct in assuming that DT is one of those "once you use it, you realize how much more stuff you can do, and never want to go back" things?
Logged
Quote from: franti
"Let's expose our military to zombie-dust so they can't feel pain. They don't NEED skin."
Quote from: Ipwnurmom221
One FB post. Many dick jokes. Pokemon. !!VOLCANO!!. Dwarven mood thingee. Derailment itself. Girlinhat's hat. Cuba. Karl Marx. This is why i love Bay12 forums.
The rest of my sig.
Fear the fluffballs

Spish

  • Bay Watcher
    • View Profile
Re: Many fortress, one world: Succesion world for adventure mode
« Reply #85 on: March 12, 2012, 02:15:57 pm »

^ You can't disable item scattering on a site without DFusion, which is not only convenient and reduces lag, but is absolutely necessary for some fortress designs. Like mine, which is supposed to be a Resident Evil style dwarf fortress filled with zombies and forgotten beasts; the plan was to hack the zombies to death, and finish so that the corpses reanimate in specific places when the adventurer arrives (however, if the corpses scatter everywhere post-abandonment, I may have to settle for something different)

That's weird, I used fastdwarf to build a deep, 100 z-level pit and finished it in less than an hour only using 4 dwarves (granted, it was probably a much smaller in diameter than yours). The alternative idea still sounds pretty cool though.
« Last Edit: March 12, 2012, 02:30:04 pm by Spish »
Logged
Ah, yes, I thought something was amiss. Now I see. There's not enough terrible things in the lakes.

Eric Blank

  • Bay Watcher
  • *Remain calm*
    • View Profile
Re: Many fortress, one world: Succesion world for adventure mode
« Reply #86 on: March 12, 2012, 02:19:33 pm »

Honestly I didn't feel any increase in my productivity using DT. I only used it a few times, but wasn't impressed. Starting to sound like we're discussing a drug...

Also, I would wager GIH's humans aren't hyped up on booze and thus slower. Toady never did change how that works...
Logged
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.

Girlinhat

  • Bay Watcher
  • [PREFSTRING:large ears]
    • View Profile
Re: Many fortress, one world: Succesion world for adventure mode
« Reply #87 on: March 12, 2012, 02:38:33 pm »

My humans are drunk, and more importantly they're fastdwarf 1 - so they have [SPEED:0] enabled.  I edited raws to enable [SPEED:0] on humans and the result was identical to fastdwarf, so I un-edited the raws.

My pit started at 101 diameter, so yes it's a considerably large hole.  Current width is 95 I believe, or 97, think I was getting ready for 95.  I also have like a dozen miners and two dozen engravers, the whole pit is smoothed on each level before the level is removed - I discovered this was the easiest method as my engravers work faster than my miners, I can let my engravers get partly done with a layer before assigning the miners.  The goal of smoothing the walls has been achieved, along with like 20 legendary engravers.

Powder Miner

  • Bay Watcher
  • this avatar is years irrelevant again oh god oh f-
    • View Profile
Re: Many fortress, one world: Succesion world for adventure mode
« Reply #88 on: March 12, 2012, 07:49:29 pm »

I don't dump willpower, in fact I don't dump at all and I still pass out from chipped bones.
I have a low pain tolerance IRL, too...
Logged

Graebeard

  • Bay Watcher
  • The reasonable penguin
    • View Profile
Re: Many fortress, one world: Succesion world for adventure mode
« Reply #89 on: March 12, 2012, 10:11:20 pm »

Borehole thoughts: channeling would let you do w z's for the time of 1.  Stairs on the outermost edge would let engravers work concurrently w/miners.

Without accounting for pixilization, a 100 diameter hole for 150 z's is 375000*pi dig jobs :o
Logged
At last, she is done.
Pages: 1 ... 4 5 [6] 7 8 ... 28