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Author Topic: Many fortress, one world: Succesion world for adventure mode  (Read 62407 times)

Eric Blank

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Re: Many fortress, one world: Succesion world for adventure mode
« Reply #165 on: March 30, 2012, 03:43:02 pm »

DFhack updates have been made for 34.06. Initiate lairification!
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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 #166 on: March 30, 2012, 07:25:22 pm »

.07 DFHack is out, it was a minor update from .06 to .07, so hack away.

Pranz

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Re: Many fortress, one world: Succesion world for adventure mode
« Reply #167 on: March 31, 2012, 08:55:26 am »

posting to watch
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DF Valentine
I punched a hamsterwoman in the mouth and her teeth exploded out of his head like gory shrapnel and littered the ground. Happy Valentines Day.

Garath

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Re: Many fortress, one world: Succesion world for adventure mode
« Reply #168 on: April 01, 2012, 08:10:14 am »

maybe people can post from which parent civ they embarked and some short histories. Not asking for a month by month report but things like
"unexpected high number of undead."
"Goblins must be closeby as ambushers showed up fast."
"Lot's of steel armor, ordered militia to leave it behind in case someone ever comes here to reclaim the site."
Ideally, a short description of the layout:
"caverns heavily populated and we sealed it with a bridge, lever is located at xxx, but we made a seperate one at the bridge itself. We made sort of signposts to help navigating the underground area. Levers used for traps, magma or water are sealed behind a wall, we do not want to risk the whole area being burned by anyone, or the fort to end up flooded. The treasure room is behind a flooded tunnel, we can drain it at will with the lever located (here), but to get there you need to do something (here)."

heh, dwarven treasure puzzles
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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.

Eric Blank

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Re: Many fortress, one world: Succesion world for adventure mode
« Reply #169 on: April 01, 2012, 12:51:08 pm »

Yeah, rule #4 already states that posting some info about your fort is a good way to get more love. The game's only just begun, though.

Also, since GIH's description of her own fort wasn't enough for Poindexter, why don't we write about it? Unless GIH demands that nothing be said or information is limited, this could go in the second post of the OP:

Spoiler (click to show/hide)
- I wrote that up during my visit a couple weeks ago. I was an adventurer coming from the Glittery Nations, so I was accepted openly.

After each fort is done and uploaded the creator or someone who visits the fort can write as much information about it as the creator will permit.

Poindexter! We need your post-editing powers! Mostly because they're your posts...

According to Rule #4, GIH still needs to provide some information: Is the fortress reclaimable or forbidden to future overseers or participants? Is the survey I did acceptable or do you want to edit it?
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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.

WillowLuman

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Re: Many fortress, one world: Succesion world for adventure mode
« Reply #170 on: April 02, 2012, 08:25:49 pm »

Can I sign up for this? If so, I foresee Communism, giant echoing halls, and huge hoard vaults filled with adamantium coins, caged wamblers, as well as some steel gear I guess.
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Dwarf Souls: Prepare to Mine
Keep Me Safe - A Girl and Her Computer (Illustrated Game)
Darkest Garden - Illustrated game. - What mysteries lie in the abandoned dark?

Spish

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Re: Many fortress, one world: Succesion world for adventure mode
« Reply #171 on: April 02, 2012, 08:33:54 pm »

Hey Loudwhispers, your time is up after tonight, techinically speaking. How will you be able to sleep at night knowing your days are now being subtracted from Poindexterity's?
« Last Edit: April 02, 2012, 08:40:16 pm by Spish »
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WillowLuman

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Re: Many fortress, one world: Succesion world for adventure mode
« Reply #172 on: April 02, 2012, 08:43:00 pm »

Oh just thought I'd mention, this needs more testing, but in my experience when there are multiple entities with [CIV_CONTROLLABLE], none of them (except your home) show up to trade. That's why you don't get caravans from other dwarf nations. If you want trade, remove that tag from all entities except the one you want to play with. When switching games, it's entirely possible to switch who has what tag as well.
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Dwarf Souls: Prepare to Mine
Keep Me Safe - A Girl and Her Computer (Illustrated Game)
Darkest Garden - Illustrated game. - What mysteries lie in the abandoned dark?

Eric Blank

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Re: Many fortress, one world: Succesion world for adventure mode
« Reply #173 on: April 02, 2012, 09:24:12 pm »

Sorry, but that's completely inaccurate: the CIV_CONTROLLABLE tag does not exclude or even affect trade. You don't get caravans from other dwarven civs because the game is coded to only permit one civilization of each entity (MOUNTAIN, for dwarves) to interract with your site, determined by the closest ones to it, except for your own civ choice which overrides the others of the same entity. That's why you're always visited by the same elven, goblin, human and kobold civs when caravans/invaders come.

I have run my own mods for the past year with several other civs using the CIV_CONTROLLABLE tag, and they will all come to trade/invade just fine. There's no evidence on the wiki to the contrary, or in Toady's notes to suggest anything has changed recently. In fact, elves and humans both showed up to trade whilst I was playing in the succession world save.
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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.

WillowLuman

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Re: Many fortress, one world: Succesion world for adventure mode
« Reply #174 on: April 02, 2012, 09:35:47 pm »

Sorry, but that's completely inaccurate: the CIV_CONTROLLABLE tag does not exclude or even affect trade. You don't get caravans from other dwarven civs because the game is coded to only permit one civilization of each entity (MOUNTAIN, for dwarves) to interract with your site, determined by the closest ones to it, except for your own civ choice which overrides the others of the same entity. That's why you're always visited by the same elven, goblin, human and kobold civs when caravans/invaders come.

I have run my own mods for the past year with several other civs using the CIV_CONTROLLABLE tag, and they will all come to trade/invade just fine. There's no evidence on the wiki to the contrary, or in Toady's notes to suggest anything has changed recently. In fact, elves and humans both showed up to trade whilst I was playing in the succession world save.

Huh, weird. Then again, this always happened with my modded civs in 31.25. Haven't tried new version yet, and I probably managed to accidentally damage my 31.25 game early on with inept use of outside utilities.
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Dwarf Souls: Prepare to Mine
Keep Me Safe - A Girl and Her Computer (Illustrated Game)
Darkest Garden - Illustrated game. - What mysteries lie in the abandoned dark?

Poindexterity

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Re: Many fortress, one world: Succesion world for adventure mode
« Reply #175 on: April 02, 2012, 11:34:44 pm »

Hey Loudwhispers, your time is up after tonight, techinically speaking. How will you be able to sleep at night knowing your days are now being subtracted from Poindexterity's?
consider my turn to have started at the correct time and ill just pick it up when LW uploads it and go from there.
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Life (in dwarf fortress) is a cocophany of flavours, each more succulent than the last - why not sample them all?!

Loud Whispers

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Re: Many fortress, one world: Succesion world for adventure mode
« Reply #176 on: April 03, 2012, 08:13:50 am »

Will upload the save today, can I be put on the end of the list after my go's up?


*EDIT

Make that tomorrow.

Devastating crash that has made me lose all the will to live, for a day at least. Will post tomorrow instead.
« Last Edit: April 03, 2012, 06:02:57 pm by Loud Whispers »
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WillowLuman

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Re: Many fortress, one world: Succesion world for adventure mode
« Reply #177 on: April 03, 2012, 06:47:53 pm »

Can I go at the end of the list? :3
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Dwarf Souls: Prepare to Mine
Keep Me Safe - A Girl and Her Computer (Illustrated Game)
Darkest Garden - Illustrated game. - What mysteries lie in the abandoned dark?

Poindexterity

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Re: Many fortress, one world: Succesion world for adventure mode
« Reply #178 on: April 04, 2012, 10:29:51 pm »

Will upload the save today, can I be put on the end of the list after my go's up?


*EDIT

Make that tomorrow.

Devastating crash that has made me lose all the will to live, for a day at least. Will post tomorrow instead.
so, ummm...
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Life (in dwarf fortress) is a cocophany of flavours, each more succulent than the last - why not sample them all?!

Loud Whispers

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Re: Many fortress, one world: Succesion world for adventure mode
« Reply #179 on: April 04, 2012, 10:45:39 pm »

Releasing the save.
Also got a present! 5 legendary miners and 4 legendary masons for whoever's next.
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