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Author Topic: Many fortress, one world: Succesion world for adventure mode  (Read 62384 times)

Loud Whispers

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Re: Many fortress, one world: Succesion world for adventure mode
« Reply #120 on: March 23, 2012, 03:58:02 pm »

Keeping as little details in it as possible ^-^

Rest assured, no one will want to enter it.

No one.

Eric Blank

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Re: Many fortress, one world: Succesion world for adventure mode
« Reply #121 on: March 23, 2012, 06:34:59 pm »

Are you willing to put your money where your mouth hands are? :P

Also, I found an incredibly deep river canyon here.

Spoiler (click to show/hide)

That's not even the bottom of the canyon. I climbed down; it's a total of 34 z-levels from where I am standing on top the ice to the cliff above. Holy carp.

I call dibs :D

I haven't even made it to GIH's fort yet, but not for lack of trying. It's several days' travel from anything and everything an adventurer could interact with besides frigid temperatures and numerous rivers to cross.
« Last Edit: March 23, 2012, 06:46:33 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.

A Spoony Bard

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Re: Many fortress, one world: Succesion world for adventure mode
« Reply #122 on: March 23, 2012, 06:51:59 pm »

Will Tools like Embark Anywhere be allowed?
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Eric Blank

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Re: Many fortress, one world: Succesion world for adventure mode
« Reply #123 on: March 23, 2012, 07:08:52 pm »

The rules don't make exceptions normally, but I can't see anyone making any sort of argument against Embark Anywhere (or Just Embark which is functionally identical)

I look forward to spending 3 RL days trekking across a mountain range to get to your fort :P
Just don't bother embarking in an ocean; DF hates oceans and it'll spawn your dorfs trapped in slade deep underground, at which point savescumming/force-closing DF is advisablepretty much mandatory just to avoid such a weird occurrance existing in the game save.
Embarking on the shores of the high mountain lakes is pretty fun though, besides the lack of invaders.
« Last Edit: March 23, 2012, 07:10:56 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.

DS

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Re: Many fortress, one world: Succesion world for adventure mode
« Reply #124 on: March 23, 2012, 07:46:34 pm »

The rules don't make exceptions normally, but I can't see anyone making any sort of argument against Embark Anywhere (or Just Embark which is functionally identical.

I can't see anyone arguing against embarking on top of natural areas (high mountains, etc.), but I don't think embarking on necromancer towers or human towns should be allowed. Although... having a dwarven quarter in the human capitol city might be interesting, so long as sieges are turned off (so as to prevent the death of historical figures).
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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 #125 on: March 23, 2012, 07:51:24 pm »

That's true. I wasn't thinking about the exploitability of other sites... Yeah, let's avoid letting that happen without explicit permission
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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 #126 on: March 23, 2012, 07:55:05 pm »

The rules don't make exceptions normally, but I can't see anyone making any sort of argument against Embark Anywhere (or Just Embark which is functionally identical.

I can't see anyone arguing against embarking on top of natural areas (high mountains, etc.), but I don't think embarking on necromancer towers or human towns should be allowed. Although... having a dwarven quarter in the human capitol city might be interesting, so long as sieges are turned off (so as to prevent the death of historical figures).
Hm, some may object to my planned use of it, perhaps. I was planning to use it in case you can't embark along a road in vanilla.
My reasons to embark along a road shall remain secret. I want my fortress to be a secret until I finish...
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DS

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Re: Many fortress, one world: Succesion world for adventure mode
« Reply #127 on: March 23, 2012, 10:26:59 pm »

You can, in fact, embark atop roads and bridges.
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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.

Loud Whispers

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Re: Many fortress, one world: Succesion world for adventure mode
« Reply #128 on: March 24, 2012, 10:48:51 am »

Digging designations : Complete

Considering whether or not to release pics...

Edit;


What
« Last Edit: March 24, 2012, 10:55:08 am by Loud Whispers »
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orius

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Re: Many fortress, one world: Succesion world for adventure mode
« Reply #129 on: March 24, 2012, 11:18:40 am »

Should players post what civilization they're playing as?  That might be useful information with the new training changes.
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Fortressdeath

Loud Whispers

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Re: Many fortress, one world: Succesion world for adventure mode
« Reply #130 on: March 24, 2012, 02:25:27 pm »

I've embarked as Dwarfs. Any idea why it says I cannot produce these items?

Quite worryingly, it now says I cannot produce drinks as well. Even though I'm still capable of brewing loads!

Also, I think no adventuring should be done with the save you intend to upload;
Found some injured humans running away from something.
Spoiler (click to show/hide)
Dwarf necromancer invading a town.

This world is a bit odd :P

Spish

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Re: Many fortress, one world: Succesion world for adventure mode
« Reply #131 on: March 24, 2012, 05:18:26 pm »

Not sure why. Never seen or even heard of that happening, ever. I did a test reclaim of the Pit of Depths, and I was able to make items just fine. My first thought was 'too many items to fit in the save", but that doesn't seem right to me.

I did however notice that Girlin didn't apply any of the 34.05 raw updates, as it still gives you the b_detail errorlog.
« Last Edit: March 24, 2012, 05:24:42 pm 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.

Loud Whispers

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Re: Many fortress, one world: Succesion world for adventure mode
« Reply #132 on: March 24, 2012, 05:26:36 pm »

1. How much time do I have?
2. I have Dwarfs over the age of a thousand. I don't recall the starting 7 being vampires, so I assume someone changed the maxage?

Spish

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Re: Many fortress, one world: Succesion world for adventure mode
« Reply #133 on: March 24, 2012, 05:31:06 pm »

1. Assuming you started on the 22nd, you have 8 days. Maybe an extra one since you started late in the afternoon.

2. Aye, we had to make dwarves/humans semi-immortal. Because once a person is born in DF land, their age of death is hard-coded into their DNA; so removing aging after worldgen was not an option.
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Ah, yes, I thought something was amiss. Now I see. There's not enough terrible things in the lakes.

Girlinhat

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Re: Many fortress, one world: Succesion world for adventure mode
« Reply #134 on: March 25, 2012, 02:45:20 pm »

That's DFHack acting up.  Go into workflow and disable those.  That was my previous workflow orders I was using to keep my stocks above a certain level.
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