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Author Topic: Many fortress, one world: Succesion world for adventure mode  (Read 62381 times)

Eric Blank

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Re: Many fortress, one world: Succesion world for adventure mode
« Reply #105 on: March 17, 2012, 04:14:18 pm »

Stalled at Z-16.  Turns out I've got like 100k stone on the map.  So I'm gonna build a little settlement at 20 FPS and call it done.

Yeah... Never run out of space OR materials with open pit forts :o
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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 #106 on: March 20, 2012, 02:21:51 am »

10th day of your turn, time to start wrapping things up. Destroy as much item clutter as you can, catalog your artifacts and any other notable fortress info, and devise a fitting end for the fortress.

Since everything is copper, I'd say this would be a good place to provide adventurers with starting gear. I hope you weren't planning on retiring the fortress with a bajillion legendary miners; they be instant murder for anyone who tries to fight them, kill most of them off if you must.
« Last Edit: March 20, 2012, 03:09:02 am by Spish »
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Ah, yes, I thought something was amiss. Now I see. There's not enough terrible things in the lakes.

Poindexterity

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Re: Many fortress, one world: Succesion world for adventure mode
« Reply #107 on: March 20, 2012, 04:20:31 am »

10th day of your turn, time to start wrapping things up. Destroy as much item clutter as you can, catalog your artifacts and any other notable fortress info, and devise a fitting end for the fortress.

Since everything is copper, I'd say this would be a good place to provide adventurers with starting gear. I hope you weren't planning on retiring the fortress with a bajillion legendary miners; they be instant murder for anyone who tries to fight them, kill most of them off if you must.
I like that you've taken the role of taskmaster upon yourself, good sir. I was reluctant to do it and had hoped some brave soul would rise to the occasion.
In the wise words of my ancestors, Go head witchya bad self.

Also, why must the miners be slain?
they'd make fantastic migrants for later human forts, would they not?
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Life (in dwarf fortress) is a cocophany of flavours, each more succulent than the last - why not sample them all?!

Girlinhat

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Re: Many fortress, one world: Succesion world for adventure mode
« Reply #108 on: March 20, 2012, 11:13:19 am »

http://dffd.wimbli.com/file.php?id=5951

ALL available clutter has been destroyed using DFHack's tool of "autodump destroy" which raised my FPS from ~19 to ~75.  Fortress was abandoned without incident and currently no significant history is provided.  The only deaths were vampire or mood related, and all artifacts were mediocre.

There should be like 2-3 sets of full masterwork copper armor + whip, with an additional 7-8 sets of master/exceptional loitering about.

Eric Blank

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Re: Many fortress, one world: Succesion world for adventure mode
« Reply #109 on: March 20, 2012, 12:14:10 pm »

Loud Whispers! Strike the earth!

And before we forget; where is your fortress, GIH?
« Last Edit: March 20, 2012, 12:20:16 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.

Girlinhat

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Re: Many fortress, one world: Succesion world for adventure mode
« Reply #110 on: March 20, 2012, 03:56:12 pm »

You should be able to reclaim to see the location, it's under the nation of The Glittering Nation, Humans.  I vaguely recall it being in the south-eastern region, closer to the center, but it's an exceptionally large world so I can't pinpoint it.

Spish

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Re: Many fortress, one world: Succesion world for adventure mode
« Reply #111 on: March 20, 2012, 04:13:50 pm »

An andesite earring, eh? I wouldn't call that completely mediocre, since it's an artifact you can wear for bling satisfaction. But I hope you left it inside the workshop so I can finally test out artifacts in this version.

You can take a snapshot of the world by exporting it in legends, and reduce the filesize of the image by well over 90% if you convert it to a .png. Dex should put a map of the world in the OP, just out of principle. Perhaps adding MSPaint labels to sites of interest, but after we get the world is a bit more fleshed out.

Spoiler (click to show/hide)

Uta Siga, The Pit of Depth, is the fortress near the center of the map next to the sea, directly underneath the small island.

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Poindexterity

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Re: Many fortress, one world: Succesion world for adventure mode
« Reply #112 on: March 20, 2012, 08:57:42 pm »

Dex should put a map of the world in the OP, just out of principle. Perhaps adding MSPaint labels to sites of interest, but after we get the world is a bit more fleshed out.
yeah, i should, hmmm...

wouldja mind running me through how to do something like that, oh honorable Taskmaster Spish?
I''ve only been playing this for a few months and i really don't mess with much yet.
I'm willing to learn though.
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Life (in dwarf fortress) is a cocophany of flavours, each more succulent than the last - why not sample them all?!

Girlinhat

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Re: Many fortress, one world: Succesion world for adventure mode
« Reply #113 on: March 20, 2012, 09:53:37 pm »

For a map of this size, I'd recommend highlighting the tile it's on, or the 5 tiles in a cross shape, and making them solid color.  It may be a good idea to run the un-touched map through a program to color bleach it black and white, then have red markers for "here there be monsters" forts, blue for "it's a town, meh" and green for "lots of free gear" and other such.  That way you could look over the map and quickly find where the points of interest are via color-coding, and make the colors stand out further from the bland map.

This would also help any fort designers to pick a location near or far from others, so they don't end up crowded.

Eric Blank

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Re: Many fortress, one world: Succesion world for adventure mode
« Reply #114 on: March 21, 2012, 02:22:26 pm »

Good plan. We can use a biome and site map rewritten in greyscale, to display things in greater detail

It's not too hard to read them like that, really, but we MIGHT be able to come up with some way to display the watered down biome and site map in reference to the tiles displayed in game.

Only one problem: I cannot extract a biome and site map. DF crashes. GIH, coudl you export the map?
« Last Edit: March 21, 2012, 02:34:16 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.

Loud Whispers

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Re: Many fortress, one world: Succesion world for adventure mode
« Reply #115 on: March 22, 2012, 01:44:01 am »

So can I start now?

Kassil

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Re: Many fortress, one world: Succesion world for adventure mode
« Reply #116 on: March 22, 2012, 01:45:46 am »

So can I start now?

Yes. Take GiH's save and get going.
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Loud Whispers

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Re: Many fortress, one world: Succesion world for adventure mode
« Reply #117 on: March 22, 2012, 07:52:27 pm »

I have begun.

Cellmonk

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Eric Blank

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Re: Many fortress, one world: Succesion world for adventure mode
« Reply #119 on: March 22, 2012, 08:35:40 pm »

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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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