Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 [2] 3 4 ... 6

Author Topic: Vanilla succession game  (Read 7744 times)

MrWillsauce

  • Bay Watcher
  • Has an ass that won't quit
    • View Profile
Re: Vanilla succession game
« Reply #15 on: August 18, 2012, 10:17:06 pm »

Quote
But with a Armok theme, we can make a temple. with a magma moat! I've had this idea for a while. PLEASE, WE NEED TO DO THIS.
Agreed +12311314
Logged

GoombaGeek

  • Bay Watcher
  • Horrors! Crundles in the caverns!
    • View Profile
Re: Vanilla succession game
« Reply #16 on: August 18, 2012, 10:17:56 pm »

Quote
Here's a challenge: Make a tower. Every overseer must add at least five floors to the tower. If not, their named dwarf is executed as soon as possible. and the fortress inches closer to a tantrum spiral. There are no other restrictions, except every floor of the tower must be filled with some sort of useful rooms, not just empty (and there must be actual floors in it, unless you want multi-floor megaprojects involving open air). We can call the fortress Pillardoomed or something similar.

I'm pretty sure that's already been done.
Yeah but this would be extra-fun
Logged
My wooden badge was delicious.

KaneEvolution

  • Bay Watcher
    • View Profile
Re: Vanilla succession game
« Reply #17 on: August 18, 2012, 10:23:00 pm »

Wow, thanks for the replies guys.  How about this for our fortress' objective:

We need to build a form of temple, possibly a combination of the ones you guys have mentioned e.g. fishing, wind, etc.  And we must make tributes to them yearly, depending on what happens.  Let's say a siege, how about 1/5 captured attackers is thrown into a pit to be mauled by HFS, for fishing and such, we could toss a shell into magma for a good harvest, and for the forest shrine, every time we did something big involving wood (say, finishing a full area for living) we need to build some of our best wooden crafts and furniture on and near the shrine.  Also, I'll say we have five years before we need to actually make sacrifices, so we can get settled properly.

None of this is set in stone, I just like your ideas of something bigger than survival. 
Logged

MrWillsauce

  • Bay Watcher
  • Has an ass that won't quit
    • View Profile
Re: Vanilla succession game
« Reply #18 on: August 18, 2012, 10:26:46 pm »

Really, all I want is a fortress totally devoted to the blood god. Of course it's up to you, but none of the other gods as interesting or as fun to please as Armok.
Logged

misko27

  • Bay Watcher
  • Lawful Neutral; Prophet of Pestilence
    • View Profile
Re: Vanilla succession game
« Reply #19 on: August 18, 2012, 10:29:16 pm »

Really, all I want is a fortress totally devoted to the blood god. Of course it's up to you, but none of the other gods as interesting or as fun to please as Armok.
That may be why its called "Slaves to Armok"

So, Giant temple of blood, surrounded by magma, and has possibly chained demons. Horrifying sacrifices to a unamed entity. What else?
Logged
The Age of Man is over. It is the Fire's turn now

MrWillsauce

  • Bay Watcher
  • Has an ass that won't quit
    • View Profile
Re: Vanilla succession game
« Reply #20 on: August 18, 2012, 10:30:35 pm »

Quote
So, Giant temple of blood, surrounded by magma, and has possibly chained demons. Horrifying sacrifices to a unamed entity. What else?
What else do you need?
Logged

KaneEvolution

  • Bay Watcher
    • View Profile
Re: Vanilla succession game
« Reply #21 on: August 18, 2012, 10:33:40 pm »

Okay, here's an idea (and don't say it's up to me, if I'm going to be playing a game with you folks, I want us all to agree so we all can have fun, both the good and bad kind):
For starters, a simple tower aboveground, a trade depot within a walled in compound with a roof held up by supports, if we decide we want to piss off the local tree-huggers. 
From there, once we get settled safely, we build a shrine with a very long fall onto a grated ceiling, which splatters the shrine to Armok with blood.  Bonus points if we can make all things in there out of red material, and walls and floor remain non-red so the blood stands out.  Yea/nay?
Logged

MrWillsauce

  • Bay Watcher
  • Has an ass that won't quit
    • View Profile
Re: Vanilla succession game
« Reply #22 on: August 18, 2012, 10:35:17 pm »

I don't think we should think of anything so specific at this point. We just need a general set of rules, not megaproject schematics.

Edit: But that doesn't mean that thing can't be built at some point.
Logged

KaneEvolution

  • Bay Watcher
    • View Profile
Re: Vanilla succession game
« Reply #23 on: August 18, 2012, 10:40:47 pm »

I don't think we should think of anything so specific at this point. We just need a general set of rules, not megaproject schematics.

Agreed.

Alright, so how are these for rules;
1. Each overseer has one year, yadda yadda yadda.
2. Each overseer will be given a total of a week in real time to finish his turn, if he does not, the save is reverted and passed on to the next overseer.
3. Every overseer has the right to get rid of anything the previous overseer did, such as designations, or room plans, etc.
4. If an overseer gets us killed, we make sure that his named dwarf dies in the fight to defend from whatever is coming at us.  If it is environmental,  we toss him to the oncoming magma, or whatever else there is.
5. We may each pick an animal to bring with us on embark, but the starting overseer will have say over items and skills.

Any objections, or anything needing to be added?
Logged

MrWillsauce

  • Bay Watcher
  • Has an ass that won't quit
    • View Profile
Re: Vanilla succession game
« Reply #24 on: August 18, 2012, 10:43:49 pm »

Well I'd like to implement my sacrifice points somehow to encourage Armok's will. Maybe each overseer must earn more points than his predecessor? Also there needs to be a more extensive list of how many points each sacrifice is worth and stuff.
Logged

GoombaGeek

  • Bay Watcher
  • Horrors! Crundles in the caverns!
    • View Profile
Re: Vanilla succession game
« Reply #25 on: August 18, 2012, 10:43:54 pm »

Maybe every two years, a co-op megaproject. The player in Turn 1 starts producing the materials and clearing the ground/laying the foundations/whatever. The player in Turn 2 works out the kinks in the idea and resumes construction. Their dwarves will be a married couple, and if the project is successful, they move into chambers fit for a noble (and to piss off actual nobles :) ) that are sustainable from within and can be sealed from inside, so they can spend the rest of their lives in comfort. If the project is not completed, they are both sent into the most hazardous circumstances we can find (HFS, invaders, caverns with forgotten beasts...) to die horribly by the player in the next turn.

The megaproject is determined by general consensus at the very beginning of the thread.

Sound fun?
Logged
My wooden badge was delicious.

KaneEvolution

  • Bay Watcher
    • View Profile
Re: Vanilla succession game
« Reply #26 on: August 18, 2012, 10:50:09 pm »

Hm.. How about 250 points every year, each dwarf, no matter profession, is worth 25, and the higher nobles are worth fifty.  Non-sentient passive creatures are worth 10, non-sentient hostile creatures are worth 20 points.  Sentient passive creatures are worth 20 - 40 depending on the creature, and sentient hostiles are worth 50 - 100 points, with Rocs and Dragons being worth 4000, being more than enough to keep a fortress safe from Armok for a good few years.
Logged

misko27

  • Bay Watcher
  • Lawful Neutral; Prophet of Pestilence
    • View Profile
Re: Vanilla succession game
« Reply #27 on: August 18, 2012, 10:52:21 pm »

Quote
So, Giant temple of blood, surrounded by magma, and has possibly chained demons. Horrifying sacrifices to a unamed entity. What else?
What else do you need?
Everything. For instance, Should we have a massive arena for epic combat? 3 FBs (Are they on the same side? Strong FBs, of course, webspitters, or necrotizers) against a entire captured goblin horde. A Minotaur against a captured elven caravan.

Or, a race track where we set dogs on elves and goblins. Oh, or Magma! OR BOTH. Though, not simultaneusly.

Or, a room where we obsidianize goblins and elves, then make stautes of them.
Logged
The Age of Man is over. It is the Fire's turn now

KaneEvolution

  • Bay Watcher
    • View Profile
Re: Vanilla succession game
« Reply #28 on: August 18, 2012, 10:56:38 pm »


Or, a race track where we set dogs on elves and goblins.
[/quote]

That gave me an idea actually.  We could do a greyhound race sort of thing, have a bunch of flood gates blocking the dogs in to stalls, we pit unarmed goblins from above, open the gates, and the order of winning is the order the enemies die.  Maybe the last dog to kill the enemy gets butchered, for an easy ten points?
Logged

MrWillsauce

  • Bay Watcher
  • Has an ass that won't quit
    • View Profile
Re: Vanilla succession game
« Reply #29 on: August 18, 2012, 10:57:24 pm »

Quote
Hm.. How about 250 points every year, each dwarf, no matter profession, is worth 25, and the higher nobles are worth fifty.  Non-sentient passive creatures are worth 10, non-sentient hostile creatures are worth 20 points.  Sentient passive creatures are worth 20 - 40 depending on the creature, and sentient hostiles are worth 50 - 100 points, with Rocs and Dragons being worth 4000, being more than enough to keep a fortress safe from Armok for a good few years.

I like it. Any future discrepencies can be dealt with when they happen (I.E. "how many points is this Elf princess worth if I chop off her head and throw it in a volcano?"). But I don't like the idea of a flat 250 points, I think the number should escalate somehow. Maybe an overseer gets to decree how many points the next overseer must earn?

Quote
Maybe every two years, a co-op megaproject. The player in Turn 1 starts producing the materials and clearing the ground/laying the foundations/whatever. The player in Turn 2 works out the kinks in the idea and resumes construction. Their dwarves will be a married couple, and if the project is successful, they move into chambers fit for a noble (and to piss off actual nobles  ) that are sustainable from within and can be sealed from inside, so they can spend the rest of their lives in comfort. If the project is not completed, they are both sent into the most hazardous circumstances we can find (HFS, invaders, caverns with forgotten beasts...) to die horribly by the player in the next turn.
I approve of this.
Logged
Pages: 1 [2] 3 4 ... 6