Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 19 20 [21] 22 23 ... 28

Author Topic: Many fortress, one world: Succesion world for adventure mode  (Read 62335 times)

Eric Blank

  • Bay Watcher
  • *Remain calm*
    • View Profile
Re: Many fortress, one world: Succesion world for adventure mode
« Reply #300 on: May 16, 2012, 01:06:59 am »

Don't worry, every community game loses about 50% or more of it's players. Your turn will arrive faster than you think :P

Actually the turn list needs to get occasional updates so we have a clue what's going on. I can't remember exactly who has and hasn't played. I know GIH, Loud Whispers, Oliolli, and now DS have, but did Spish? Or was his turn moved back to 12 as he asked?

Also, has anyone at all succeeded in exporting a biome+sites map of the world that we could use as a base for a map? I made one through a combination of the basic ASCII map and an elevation file, through photoshop. But that's still nowhere near as detailed as a proper biome+site map is.
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.

Oliolli

  • Bay Watcher
  • [PREFSTRING:unlikeability]
    • View Profile
Re: Many fortress, one world: Succesion world for adventure mode
« Reply #301 on: May 16, 2012, 01:08:18 am »

By the time this gets to me, we'll be sending a flash drive via post.

By Gizogin's turn, we'll be sending an entire 1 Tb hard drive around...
Logged

Quote from: Girlinhat
When all you've got is an adjustable spanner and an entire freight warehouse of terrifying cogs and gears, everything looks like "just a prototype".
Quote from: ThatAussieGuy
You all turned Swordthunders into a bastion of madness that seems to warp in on itself under its own hatred of sanity.  I'm so happy!
Quote from: Loud Whispers
drowning babies everywhere o-o

Poindexterity

  • Bay Watcher
  • Listen to my album at www.oldschoolpoindexter.com
    • View Profile
Re: Many fortress, one world: Succesion world for adventure mode
« Reply #302 on: May 16, 2012, 02:21:38 am »

is this the flaw that will cripple the idea?
dangit, i'd hoped that if it happened, it'd be sum more dwarfy.
Logged
Life (in dwarf fortress) is a cocophany of flavours, each more succulent than the last - why not sample them all?!

Eric Blank

  • Bay Watcher
  • *Remain calm*
    • View Profile
Re: Many fortress, one world: Succesion world for adventure mode
« Reply #303 on: May 16, 2012, 02:25:35 am »

Nah, filesize won't likely be a serious issue for a while. Won't hurt to use other host sites.
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.

Armeleon

  • Bay Watcher
    • View Profile
Re: Many fortress, one world: Succesion world for adventure mode
« Reply #304 on: May 16, 2012, 06:21:23 pm »

Look like I got back at just the right time! Where are you guys on the list? Do you have someone on top of things enough to be updating the list and files etc?

And does anyone know if minecarts will work with the succession? Or are we out of luck on that front?
« Last Edit: May 16, 2012, 06:26:09 pm by Armeleon »
Logged
Playing since 2007

Eric Blank

  • Bay Watcher
  • *Remain calm*
    • View Profile
Re: Many fortress, one world: Succesion world for adventure mode
« Reply #305 on: May 16, 2012, 06:30:38 pm »

Well I thought Poindexter would be managing the list, but it hasn't been updated since it started...

It's DS' turn, at least he hasn't posted the save, and Babylon would be next, followed by you.

Alright, here's the updated turn list. As far as I know...

I just messaged Babylon, since he's up next after DS and PMing people beforehand is somewhat more efficient.

Spoiler (click to show/hide)
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.

DS

  • Bay Watcher
  • DS cancels Attend Party: no floor space.
    • View Profile
Re: Many fortress, one world: Succesion world for adventure mode
« Reply #306 on: May 16, 2012, 07:56:51 pm »

I was a tad tipsy when I made my last post - compressed file size is just over 100mb. Here it is.
Logged
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.

Babylon

  • Bay Watcher
    • View Profile
Re: Many fortress, one world: Succesion world for adventure mode
« Reply #307 on: May 17, 2012, 12:04:31 am »

Should I update to .08?  I kinda wanna use minecarts.
Logged

Eric Blank

  • Bay Watcher
  • *Remain calm*
    • View Profile
Re: Many fortress, one world: Succesion world for adventure mode
« Reply #308 on: May 17, 2012, 12:15:17 am »

Sure. There's a lot of RAW updates that need to be made, though, I'm sure. I suppose I should make an attempt to figure out what those are...

MEGAEDIT;

Ok, Babylon, here are the fully updated RAWs. RAWs only.

http://www.mediafire.com/?8sz34q12s1dcs1r

Download that, and extract it to the data\save\[SUCCESSION WORLD SAVE HERE]\raw directory, and tell it to overwrite. Or delete the save's raw/objects folder then extract and it won't ask to overwrite. If it generates an errorlog (delete your errorlog.txt after changing the raws out and before loading the game, so we know the errors it's giving you are from after you implemented the new raws), copy/paste and post the contents of that errorlog for me.

Again, I didn't include the new [BENIGN] tags on the vaious birds and crap because they're already distributed to their respective biomes and that can't be changed post-generation.
« Last Edit: May 17, 2012, 01:34:15 am by Eric Blank »
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.

Armeleon

  • Bay Watcher
    • View Profile
Re: Many fortress, one world: Succesion world for adventure mode
« Reply #309 on: May 17, 2012, 12:30:28 pm »

I was just doing some research into the succession world and mapping out a rough sketch to see what it looked like, and I noticed that most of the Forts seemed to avoid the Necromancer towers.  Is this something that we are supposed to do or just what's been working for people?   (If you look at the image, there are a few purple flags (towers) next to the forts but not too many)

Spoiler (click to show/hide)
Logged
Playing since 2007

DS

  • Bay Watcher
  • DS cancels Attend Party: no floor space.
    • View Profile
Re: Many fortress, one world: Succesion world for adventure mode
« Reply #310 on: May 17, 2012, 01:22:07 pm »

Very cool map.

Personally, I made conscious decision to avoid necromancer towers. The towers already pose a challenge to adventurers, so really the only reason a fort should be made in those areas is to somehow make necromancers more of a challenge. This is, of course, very doable, and I can see someone getting very creative in the process.

In light of the project's recent growth to a size no longer accepted by the DFFD, I went through and compared the size of the uploaded saves between turns. Below is a list of the saves and their sizes, as well as the implied added size of each fort. I was simply curious as to how my own efforts had added to the file's size - and, in light of these results, it seems inevitable that the file would have exceeded DFFD's 100mb limit eventually.

Original save: 41.38mb
GIH's save: 58.53mb (17.15)
LW's save: 76.06mb (17.53)
Kassil's save: 87.95mb (11.89)
Oliolli's save: 89.64mb (1.69)
My save: 103.21mb (13.57)
Logged
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.

Oliolli

  • Bay Watcher
  • [PREFSTRING:unlikeability]
    • View Profile
Re: Many fortress, one world: Succesion world for adventure mode
« Reply #311 on: May 17, 2012, 01:31:38 pm »

I feel a bit ashamed that my fort added only 1.69 mb  :-[
Logged

Quote from: Girlinhat
When all you've got is an adjustable spanner and an entire freight warehouse of terrifying cogs and gears, everything looks like "just a prototype".
Quote from: ThatAussieGuy
You all turned Swordthunders into a bastion of madness that seems to warp in on itself under its own hatred of sanity.  I'm so happy!
Quote from: Loud Whispers
drowning babies everywhere o-o

Eric Blank

  • Bay Watcher
  • *Remain calm*
    • View Profile
Re: Many fortress, one world: Succesion world for adventure mode
« Reply #312 on: May 17, 2012, 01:55:12 pm »

Oh, Kassil did get to play? Crap. He should be changed to 'completed' in the turn list, then.
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.

Armeleon

  • Bay Watcher
    • View Profile
Re: Many fortress, one world: Succesion world for adventure mode
« Reply #313 on: May 17, 2012, 02:32:46 pm »

Very cool map.

Personally, I made conscious decision to avoid necromancer towers. The towers already pose a challenge to adventurers, so really the only reason a fort should be made in those areas is to somehow make necromancers more of a challenge. This is, of course, very doable, and I can see someone getting very creative in the process.

This makes sense.  I don't see myself setting up some megalithic fortress that will out-power a necromancer, so I think I'll stay away from the towers and keep with the trend. I guess we all have to play with adventuring in mind.
Logged
Playing since 2007

Babylon

  • Bay Watcher
    • View Profile
Re: Many fortress, one world: Succesion world for adventure mode
« Reply #314 on: May 18, 2012, 02:35:02 pm »

Wow, minecarts are complicated.  So far I've already wiped the fort because I was busy trying to figure them out and got et by a savannah titan.  Time to reclaim and get back to work with a little more defense I guess.
Logged
Pages: 1 ... 19 20 [21] 22 23 ... 28