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Author Topic: The God-Forsaken Chambers  (Read 2261 times)

wypie

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The God-Forsaken Chambers
« on: August 02, 2012, 08:05:03 pm »

As said above that's the name of my civilization. I have to make something about chambers now. Any ideas?
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GoombaGeek

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Re: The God-Forsaken Chambers
« Reply #1 on: August 02, 2012, 08:09:47 pm »

I'm reminded of Portal. But best off would be to play a perfectly normal fortress, and seal it off and abandon at that phase when you have ten dwarfs left and there's a pile of flaming babies in the well. Be sure to leave a door so you can enter in Adventure mode!
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wypie

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Re: The God-Forsaken Chambers
« Reply #2 on: August 02, 2012, 08:13:16 pm »

I'm reminded of Portal. But best off would be to play a perfectly normal fortress, and seal it off and abandon at that phase when you have ten dwarfs left and there's a pile of flaming babies in the well. Be sure to leave a door so you can enter in Adventure mode!

I was thinking more of a mega-project
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Replica

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Re: The God-Forsaken Chambers
« Reply #3 on: August 02, 2012, 08:16:34 pm »

Obviously all your rooms must be 2 or more z levels high, chambers should have high ceilings, that dwarven 1z level miner peasant low ceiling crap is not good enough for the great and mighty The God-Forsaken Chambers.
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Mageziya

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Re: The God-Forsaken Chambers
« Reply #4 on: August 02, 2012, 08:16:48 pm »

Make horrific rooms filled with spikes and other traps to commence !!SCIENCE!! On the Prisoners of War you obtain (Goblins and possiblly hippies (Elves).) Basically fancy torture chambers. How long does it take to kill a gobbo clad in steel with a single copper spike in a trap? How long does it take to kill a gobbo without armor with a single copper spike in a trap? These types of experiments you shall perform in these chambers.
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Every dwarf, every dwarven man, women, and child, that comes to our forts will die there; it's truly sad when you think about it. And we ask our selves, why? Why do we push forward, knowing this fate, that we are destined for failure? Because, this game grasps the concept of mortality. Some games you can never lose, but we all stop eventually, causing a 'death' to those game's 'worlds'. Dwarf Fortress gives us a definite end, knowing that we will leave that world eventually, and move on to more.

wypie

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Re: The God-Forsaken Chambers
« Reply #5 on: August 02, 2012, 08:19:57 pm »

Make horrific rooms filled with spikes and other traps to commence !!SCIENCE!! On the Prisoners of War you obtain (Goblins and possiblly hippies (Elves).) Basically fancy torture chambers. How long does it take to kill a gobbo clad in steel with a single copper spike in a trap? How long does it take to kill a gobbo without armor with a single copper spike in a trap? These types of experiments you shall perform in these chambers.
Obviously all your rooms must be 2 or more z levels high, chambers should have high ceilings, that dwarven 1z level miner peasant low ceiling crap is not good enough for the great and mighty The God-Forsaken Chambers.

I'm going to combine these and make it above ground.
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King DZA

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Re: The God-Forsaken Chambers
« Reply #6 on: August 02, 2012, 08:21:19 pm »

Or you could just build some regular chambers and burrow all of your atheist dwarves in them.

Loud Whispers

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Re: The God-Forsaken Chambers
« Reply #7 on: August 03, 2012, 02:05:31 am »

Or you could just build some regular chambers and burrow all of your atheist dwarves in them.
+1

MrAnderson

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Re: The God-Forsaken Chambers
« Reply #8 on: August 03, 2012, 04:19:33 am »

reminds me of "Cube", the film where the protagonists wake up without memory in rooms which shift position.
As big scale mechanics aren't implemented in DF, you will have to build the rooms without shifting. Of course 2 tiles high, with doors in horizontal and stairs vertically (with grates between cubes). A hidden mechanic changes lock status of the doors/grates according to your schema. Fill with various objects (from crundles over goblins to steel serrated disks).

Should be pretty good to explore as adventurer.
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orius

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Re: The God-Forsaken Chambers
« Reply #9 on: August 03, 2012, 04:27:14 am »

You could advance the !!SCIENCE!! of Dwarven Child Care.
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silhouette

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Re: The God-Forsaken Chambers
« Reply #10 on: August 03, 2012, 06:04:14 am »

reminds me of "Cube", the film where the protagonists wake up without memory in rooms which shift position.
As big scale mechanics aren't implemented in DF, you will have to build the rooms without shifting. Of course 2 tiles high, with doors in horizontal and stairs vertically (with grates between cubes). A hidden mechanic changes lock status of the doors/grates according to your schema. Fill with various objects (from crundles over goblins to steel serrated disks).

Should be pretty good to explore as adventurer.

Was just thinking that aswell!
Ideas for traps;
                     Drowning Trap
                     Magma Trap
                     Serrated disk trap
                     Cave In trap
                     etc etc.
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MrWillsauce

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Re: The God-Forsaken Chambers
« Reply #11 on: August 03, 2012, 06:18:51 am »

Dig out a fortress as deep as possible, then infect all of the dwarves with vampirism and seal up all of the tunnels leading to the surface.
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hjd_uk

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Re: The God-Forsaken Chambers
« Reply #12 on: August 03, 2012, 11:30:26 am »

Sounds like you need to build a Cavern-Fortress, sealed from the surface world except a trap-filled cooridoor engraved with depictions of death, slaughter, fogotten beasts and vampire kings.
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Loud Whispers

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Re: The God-Forsaken Chambers
« Reply #13 on: August 03, 2012, 11:32:12 am »

Sounds like you need to build a Cavern-Fortress, sealed from the surface world except a trap-filled cooridoor engraved with depictions of death, slaughter, fogotten beasts and vampire kings.
There are gods of all things mentioned, so it wouldn't really be forsaken

Ubiq

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Re: The God-Forsaken Chambers
« Reply #14 on: August 03, 2012, 12:36:19 pm »

Well, one option is to have numerous masonry workshops set to crank out statues. After a while, you should have a lot of statues featuring deities.

Then put the statues in every room of the fortress except the trapped chambers, which could lead to vaults or royal areas or whatever, which could also be accessed by less direct, hidden routes. If you have a death god, those statues should be heavily concentrated in the areas directly outside the trapped chambers.

Avoiding the trapped areas would therefore require knowledge of that civilization's religious beliefs.
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