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Author Topic: Shipwreck embark  (Read 7420 times)

Replica

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Re: Shipwreck embark
« Reply #30 on: July 23, 2012, 06:48:09 am »

Embark on site with a bunch of random crap of your choice and then abbandon your embark immediately and then reclaim your embark with nothing at all for item scatter.

Find the gear you need to survive instead of starting with it neatly packed on a wagon.
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Eoganachta

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Re: Shipwreck embark
« Reply #31 on: July 23, 2012, 06:59:00 am »

Embark on a beech with lots of wood, metal, pots, etc. Then build a ship (wood, metal, rope - be creative) in the waves with pieces missing (simulating a wreck), or just collapse parts of it or all of it into the sea for added roleplaying, before abandoning to scatter your equipment. If you abandon with living dwarves do they remain on site now with the recent versions? You might want to drown or otherwise kill your first 7 so when you embark you have to 'bury' those that were washed ashore face-down, so to speak.
After all, having an actual sunken or wrecked ship when you're shipwrecked is all part of the experience.
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kenpoaj

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Re: Shipwreck embark
« Reply #32 on: July 23, 2012, 06:59:50 am »

Embark on site with a bunch of random crap of your choice and then abbandon your embark immediately and then reclaim your embark with nothing at all for item scatter.

Find the gear you need to survive instead of starting with it neatly packed on a wagon.

And even possibly lose some of it in the ocean waves! I like it!
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TallAsAHouseDwarf

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Re: Shipwreck embark
« Reply #33 on: July 23, 2012, 07:15:06 am »

Bring one cat as the ship's cat.
This is a must, you could bring one male and one female as to start a meat and/or leather production.

I've tried catfarming as an experiment put the dwarves on pure cat meat diet and it didn't go too well. The cats multiply often, you don't get much meat from the kittens and you have to slaughter them right away before they adopt someone. So, unless you are ready to have a couple of legendary butchers and an enormous pack of cats in the fortress to actually feed everybody...
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Triaxx2

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Re: Shipwreck embark
« Reply #34 on: July 23, 2012, 07:34:40 am »

Pots have a tendency to float. Seriously, turn one up side down and set it in water. If it's not imbalanced enough to flip, it will float under it's own buoyancy.

If you really want to simulate a ship wreck, embark with a the stuff you want then abandon. Then reclaim. This way the stuff is all scattered across the island and you can treat the previous dwarves as being the left overs of a previous shipwreck who didn't manage to survive.

Plus you can then use all the points to spend on wholly inappropriate skills.
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Helgoland

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Re: Shipwreck embark
« Reply #35 on: July 23, 2012, 11:12:22 am »

True...No metal items, then. Probably no rock items, either. So, pretty much just wood and stuff you can carry around in wood. And goats.
Or ducks. What else floats in water?
Witches.
So if Urist is lighter than a duck...
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codyorr

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Re: Shipwreck embark
« Reply #36 on: July 23, 2012, 12:07:17 pm »

True...No metal items, then. Probably no rock items, either. So, pretty much just wood and stuff you can carry around in wood. And goats.
Or ducks. What else floats in water?
Small rocks. :D
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kenpoaj

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Re: Shipwreck embark
« Reply #37 on: July 23, 2012, 12:42:24 pm »

True...No metal items, then. Probably no rock items, either. So, pretty much just wood and stuff you can carry around in wood. And goats.
Or ducks. What else floats in water?
Small rocks. :D
Churches. You cant bring a church with you though. At least the island I posted has a volcano for a shrine to Armok.
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Monk321654

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Re: Shipwreck embark
« Reply #38 on: July 23, 2012, 12:53:21 pm »

Too bad we don't have Pumice.
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ZawB

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Re: Shipwreck embark
« Reply #39 on: July 23, 2012, 10:05:07 pm »

Will you get any migrant waves after the first two hardcoded ones if you're stranded on the island? I'm just thinking - maybe the two sets of migrants were some passengers that got washed away but found their way back.


If you use the world gen I provided, you don't even get the hardcoded ones.

I just did, using your world (good one, by the way). Water all the way 'round and they just appeared on a random slope on the volcano, out of thin air. Ruined my immersion entirely. I don't mind, as I can already see this challenge will quickly become repetitive... unless I fiddle with the worldgen to make the island evil. Muhoohahahaha. Then I can pretend this is "Lost: Dwarf Fortress Edition". Where did these new people come from? Another boat crash? Another dimension? Are they alive or...? What's that noise?? OH MY ARMOK IT'S COMI--!!
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Lord Inquisitor

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Re: Shipwreck embark
« Reply #40 on: July 23, 2012, 10:44:56 pm »

Any mods about that allow you to use Driftwood?

It would seem to be natural resource to exploit. I am assuming that is a sort of  bug that you cannot use it vanilla.
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Loud Whispers

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Re: Shipwreck embark
« Reply #41 on: July 23, 2012, 11:38:32 pm »

It would seem to be natural resource to exploit. I am assuming that is a sort of  bug that you cannot use it vanilla.
You can sleep on it.

kenpoaj

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Re: Shipwreck embark
« Reply #42 on: July 24, 2012, 01:38:05 am »

~Snip~ and they just appeared on a random slope on the volcano, out of thin air. ~Snip~

Dafuq? I made a fort on that map the day the thread came out, and it's almost year 3, no migrants, no caravan.
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ZawB

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Re: Shipwreck embark
« Reply #43 on: July 24, 2012, 03:50:24 am »

~Snip~ and they just appeared on a random slope on the volcano, out of thin air. ~Snip~

Dafuq? I made a fort on that map the day the thread came out, and it's almost year 3, no migrants, no caravan.

Well heck, then what am I doing wrong? I started again on my now-evil island and they still just appeared on the slopes, with animals and everything (kind of inconvenient, the animals). I even increased the size of the embark square to 8x7, to make absolutely sure there was only water all around. I'm not using any mods.

*SUDDEN FLASH* Oh wait, wait... Maybe... I set the starting year to 5 instead of 0, because I couldn't work out a realistic scenario in my head where a ship was sailing around in year 0 (yeah, I'm like that). You had year 0 set in the download, am I right? Could that be the reason? Why would that be the reason? Really, that's the only thing I can think of trying. I'll give it a go tomorrow and update, unless someone just knows the answer.
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kenpoaj

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Re: Shipwreck embark
« Reply #44 on: July 24, 2012, 12:17:36 pm »

That's just weird. are you playing the latest version unmodded?
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