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Author Topic: (Succession) Fireshowers, or What Could Possibly Go Wrong?  (Read 593 times)

martinuzz

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(Succession) Fireshowers, or What Could Possibly Go Wrong?
« on: March 27, 2012, 02:43:29 pm »

Since about DF 2010, I've been sadly abandoning fortresses due to FPS death. My laptop is *really* getting too old for DF.
As I would really like one of my forts to develop into a well-aged, high population fort, I decided to start a fortress with the purpose of passing it on to the community once I'm getting down to 10 FPS. People with modern computers should still easily get 100+ FPS.
I've turned off invasion (saves LOTS of FPS), and started building. After 2 IRL weeks, I'm currently in year 10 of my fort. Still getting around 15 FPS, (at population 76) but I expect it to drop to the 10 mark around this weekend, so I'll be ready to pass it on shortly.
So I thought it right, to post a preview, as well as open up subscription for turns.

Modding / perks
- set number of underground caves to 2 in worldgen, to save FPS
- dwarves grow up at age 4
- GCS live to a ripe old age of [50:60]
- used DFHack in version .05 to fixdiplomats and fixmerchants. This carried over to .06, luckily
- embark size: 3x4

What has this fort going for it?
- hexagon rooms, for that organic look
Spoiler (click to show/hide)
- lots of room left for Projects
- no aquifer
- very narrow river
- small patch of evil terrain, spawns raven corpses and clouds of execrated ash
- streamlined industries
- a Duke that has not made a single demand/mandate yet in the 6 years that he's been a noble
- a Mayor who has only made a single demand so far for a lead table, and forgot about that after getting one. Besides that, he only very sporadically mandates the construction of a few wooden shields.
- extensive magma pre-engineering. Floodgates come pre-installed to form sidebranches for your magma projects
Spoiler (click to show/hide)
- multi-purpose trap entrance. See further below in this post for details
- most of the fortress' inhabitants are born there.
- all levers have Notes, linking them to a corresponding Note at their target

Here's some rules:

1) every player is allowed to play for 3 years, or 10 invasions (goblin/megabeast/FB/etc.), whichever happens first
2) you may pick a single dwarf, and name him to your liking. Later players must make sure not to intentionally harm, or through inaction allow to come to harm any of said named dwarves.
3) you are not allowed to willfully destroy / take down constructions / workshops / furniture placed by other players, unless absolutely nescessary to accomodate your masterplan.
4) During your turn, "something" must go wrong, be it intentional or not. Said something should preferably not ruin the whole fortress, unless it is done in a Boatmurdered kind of overkill way. Do remember rule 2) and 3) here though

PREVIEW: Fireshowers, the God-Forsaken Gate of Hell
z+2
Spoiler (click to show/hide)
z+1
Spoiler (click to show/hide)
z+0
Spoiler (click to show/hide)


Who'd like to take a turn?
« Last Edit: March 27, 2012, 03:26:16 pm by martinuzz »
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Terrahex

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Re: (Succession) Fireshowers, or What Could Possibly Go Wrong?
« Reply #1 on: March 27, 2012, 04:19:40 pm »

Nice fort. Unfortunately, my computer has problems playing only the first year of a fort so you're on your own
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