Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Poll

Which Embark? **reformed**

mavj96's Mirthful/Sinister Embark
- 1 (7.7%)
Varni's Volcano Embark
- 2 (15.4%)
Metruption's Embark
- 4 (30.8%)
Imp's Ocean Side
- 6 (46.2%)

Total Members Voted: 13


Pages: 1 ... 11 12 [13] 14 15 ... 18

Author Topic: Anyone up for a parallel fort playthrough?  (Read 21177 times)

gchristopher

  • Bay Watcher
    • View Profile
Re: Anyone up for a parallel fort playthrough?
« Reply #180 on: November 08, 2012, 06:28:22 pm »

Wait.. a reanimating ocean biome AND a big flat aquifer? Except for the tiny embark, this place is starting to sound quite appealing!
Logged

Imp

  • Bay Watcher
    • View Profile
Re: Anyone up for a parallel fort playthrough?
« Reply #181 on: November 08, 2012, 06:40:23 pm »

Wait.. a reanimating ocean biome AND a big flat aquifer? Except for the tiny embark, this place is starting to sound quite appealing!

Curious, what size embark do you prefer, and how many years play do you usually get to enjoy before FPS is below 50 (or your forts have died because of something else)?

There's at least a few places on the map where there's no obvious aquifer, where I picked to dig happened to be one of those.
Logged
For every trouble under the sun, there is an answer, or there is none.
If there is one, then seek until you find it.
If there is none, then never ever mind it.

Varnifane

  • Bay Watcher
    • View Profile
Re: Anyone up for a parallel fort playthrough?
« Reply #182 on: November 08, 2012, 06:53:34 pm »

It has been fun in a number of ways. I've been doing embarks in an area that has 18 towers for neighbors for the last month or so a terrifying zone with no bad weather is a something of a break.

I am a little disappointed by the ocean (one tile deep), that the aquifer is so easy to get around, that there is fresh water all over the place, and there seems to be (as far as I have found) no weapon-grade metal. Actually, the only thing that is annoying is the lack of weapons-grade metal.

I'm finding myself doing things I haven't done in quite a while like: relying on dogs to fight off annoying enemies, mass producing cages for cage traps and shutting out the outside world with raised bridges.

But I'm hoping if I can raise my fort value high enough the goblins will start bringing me weapons-grade metal.
Logged
I regret to inform the community that the mass murder of puppies does not create a viable clock.
I don't know if you need other ideas when you have magma.

Varnifane

  • Bay Watcher
    • View Profile
Re: Anyone up for a parallel fort playthrough?
« Reply #183 on: November 08, 2012, 06:56:48 pm »

Don't misread me tho. I'm having a great time.  :)
Logged
I regret to inform the community that the mass murder of puppies does not create a viable clock.
I don't know if you need other ideas when you have magma.

Brewster

  • Bay Watcher
  • Dabbling Engraver
    • View Profile
Re: Anyone up for a parallel fort playthrough?
« Reply #184 on: November 08, 2012, 07:49:52 pm »

They have creams that'll clear that up for you.
That clear up tattoos?

Actually, the only thing that is annoying is the lack of weapons-grade metal.
agree

Edit: Is danger rooms against the rules?
« Last Edit: November 08, 2012, 09:06:02 pm by Brewster »
Logged

gchristopher

  • Bay Watcher
    • View Profile
Re: Anyone up for a parallel fort playthrough?
« Reply #185 on: November 08, 2012, 09:06:25 pm »

This is a cool thread. It'd be neat if there was a web tool where each player could post events and reports on a timeline and you could browse the divergent paths of the forts that way.

Something like http://www.simile-widgets.org/timeline/, maybe.
Logged

Imp

  • Bay Watcher
    • View Profile
Re: Anyone up for a parallel fort playthrough?
« Reply #186 on: November 08, 2012, 09:22:22 pm »

This is a cool thread. It'd be neat if there was a web tool where each player could post events and reports on a timeline and you could browse the divergent paths of the forts that way.

Something like http://www.simile-widgets.org/timeline/, maybe.

Huh!  That's a very interesting utility.  I only played around with it for a couple of minutes, but saw a few things I didn't like - it appears to have no overall index.  I can scroll further and further back (or forward) in time, but... until I get close I cannot tell if there's anything there to see.  And then I have no idea if I've actually found the start or end of events, or need to scroll further.  And I don't see a clear list of instructions of how to use it.

A spreadsheet of some sort maybe, with links to events?

I'm not adverse to the timeline, just... it's new and weird, maybe hard to use (I didn't instantly see how to use it) and maybe hard to navigate for the inexperienced who want to find the beginning and end of updates to it.

Gchristopher, you made an awesome suggestion.  By any chance, would you be interested in helping implement it?  Do you know how to use this program or know of others that you think would be good, and would you be willing to 'begin' one and give a basic overview of how to maintain it (or offer a link that explains that), or maybe be willing to maintain it yourself?

If Gchristopher doesn't want to do this, would anyone else be interested in doing so?

Edit: Is danger rooms against the rules?

Originally they were - because 'Things that make the game to easy' and 'things that abuse bugs in the game' are not desired by our OP.  We discussed it and agreed that we would watch each other's games and try to learn from the different playstyles (such things like danger rooms ARE balanced IF they are hard to do safely or efficiently, or offer other downsides... after all, forts that use danger rooms usually do end up experiencing FUN if not !!FUN!!, thus they may not be the be-all, end-all boring tactic that the OP wants to avoid completely - things like deconstructing your trade depot during trading IS against the rules because that's to easy and with to little downside, according to our OP).

With the current rules, danger rooms and similar are legal, assuming they are either challenging to do correctly and/or have downsides  - at least as I understand the rules.

Logged
For every trouble under the sun, there is an answer, or there is none.
If there is one, then seek until you find it.
If there is none, then never ever mind it.

waylon531

  • Bay Watcher
    • View Profile
Re: Anyone up for a parallel fort playthrough?
« Reply #187 on: November 08, 2012, 09:34:39 pm »

Winter has just arrived. A have to decided to do a report at the beginning of every season or if there is an important event.
Spoiler (click to show/hide)
Right now, for the lack of crossbows, my dwarves are again trapped in their fortress, hiding from the zombie albatrosses.
Spoiler (click to show/hide)
There is a water purification system set up for the ponds, I just need to make a pump for the one near the ocean for it to be complete.
Spoiler (click to show/hide)
I have more food from plump helmets than I can possibly use, and I sent one of my woodcutters to be the bookkeeper for the fort. I am constructing an outside pen for the animals, but as I can not work on it due to the albatrosses, it will be a while before it is finished.
Spoiler (click to show/hide)
Also, my fortress is named Alecheeses the Ancient Bald Animal-Beer of Banes.

EDIT:
4 Moonstone, 80
The Albatrosses managed to get through one of the ponds I had drained. However, I had underestimated the skill of my marksdwarf (And overestimated the albatrosses). He took out 2 of them within the first couple seconds, then I drafted the rest of my fortress and they mobbed the rest of the albatrosses. They managed to take out my rooster though.

18 Moonstone, 80
My only militia member was killed by a zombie crab woman. For some reason, she wanted to punch the crab woman instead of shoot her with crossbow, and the crab made short work of her.
« Last Edit: November 08, 2012, 09:59:55 pm by waylon531 »
Logged

Brewster

  • Bay Watcher
  • Dabbling Engraver
    • View Profile
Re: Anyone up for a parallel fort playthrough?
« Reply #188 on: November 08, 2012, 10:14:16 pm »

Spoiler: UNDEAD (click to show/hide)

Spoiler: INDOORS (click to show/hide)

Spoiler: HEALTH SYSTEM (click to show/hide)
« Last Edit: November 08, 2012, 10:18:11 pm by Brewster »
Logged

waylon531

  • Bay Watcher
    • View Profile
Re: Anyone up for a parallel fort playthrough?
« Reply #189 on: November 08, 2012, 11:19:54 pm »

24 Obsidian, 80

You know how my rooster died at the beginning of winter? Well some of the eggs from one of the two hens hatched today. A miracle! I thought there had to be a rooster for the eggs to hatch, but apparently he just needs to be there when the eggs are laid, even though the wiki says otherwise.

Beginning of spring, 81
Not much more has been accomplished. One of my dwarves killed another when tantruming, but luckily he was fairly unimportant. I have a few more workshops set up, and I have just started my wool production.
Spoiler (click to show/hide)
For some reason, my dwarves won't stockpile any of the new plump helmets, leaving them to rot in the field. I have dug down to layer 20, but have not hit any caverns.
« Last Edit: November 08, 2012, 11:26:55 pm by waylon531 »
Logged

AutomataKittay

  • Bay Watcher
  • Grinding gears
    • View Profile
Re: Anyone up for a parallel fort playthrough?
« Reply #190 on: November 08, 2012, 11:47:50 pm »

You know how my rooster died at the beginning of winter? Well some of the eggs from one of the two hens hatched today. A miracle! I thought there had to be a rooster for the eggs to hatch, but apparently he just needs to be there when the eggs are laid, even though the wiki says otherwise.

Nope, it's like all other pregnancy, they just have to be there to start it. They don't have to stick around to the end, that's what fertilizing means :D

Though, point out which page got it wrong so I can double check that it's not just mis-understanding.
Logged

Imp

  • Bay Watcher
    • View Profile
Re: Anyone up for a parallel fort playthrough?
« Reply #191 on: November 09, 2012, 12:17:16 am »

Minor update from me, haven't had much time to play yet
From the first chapter

Spoiler (click to show/hide)
« Last Edit: November 14, 2012, 01:10:35 am by Imp »
Logged
For every trouble under the sun, there is an answer, or there is none.
If there is one, then seek until you find it.
If there is none, then never ever mind it.

waylon531

  • Bay Watcher
    • View Profile
Re: Anyone up for a parallel fort playthrough?
« Reply #192 on: November 09, 2012, 12:36:18 am »

Just reread the page, (I was looking at the nest box one) it said "however the eggs will not be fertilized and will not hatch unless a male is present," I thought it meant that the male needed to be present when the egg hatches, just a misunderstanding on my part.
Logged

AutomataKittay

  • Bay Watcher
  • Grinding gears
    • View Profile
Re: Anyone up for a parallel fort playthrough?
« Reply #193 on: November 09, 2012, 12:48:35 am »

Just reread the page, (I was looking at the nest box one) it said "however the eggs will not be fertilized and will not hatch unless a male is present," I thought it meant that the male needed to be present when the egg hatches, just a misunderstanding on my part.

Clarified it a bit anyway, that line can be easily mis-understood :D
Logged

Imp

  • Bay Watcher
    • View Profile
Re: Anyone up for a parallel fort playthrough?
« Reply #194 on: November 09, 2012, 02:05:27 am »

From the first chapter
Hey guys!

I haven’t done much in the way of screenshots yet.  The fort just made it to the next year, so decided to update visually and OOCly for a change.  The screenshots are annotated for (hopeful) clarity.

All of these pictures are taken from the same perspective with just with a change of 1 z level, so everything lines up as if you were descending through the fortress.  The pictures go from top to bottom, though the central staircase goes a bit further down than the pictures show – those levels are just staircase for now and not worth showing.

For me there's been a bit of gold and a tiny, really really weak amount of risk, but no real danger.  No aquifier where I dug either.  The fort has no real problems other than that it's not yet very defensible against any real threat.

There’s been only one death on the map so far, a giant moon snail corpse which was returned to proper death by a bash to the body from a caravan guard.  Hadn’t realized that these undead, or some of them at least, could be killed so easily – that was NOT a decapitation or any sort of severing of the essential bits.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
« Last Edit: November 14, 2012, 01:11:02 am by Imp »
Logged
For every trouble under the sun, there is an answer, or there is none.
If there is one, then seek until you find it.
If there is none, then never ever mind it.
Pages: 1 ... 11 12 [13] 14 15 ... 18