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Author Topic: Drunk Adventurer: Necropia Prologue  (Read 3684 times)

MrWillsauce

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Re: Drunk Adventurer: Necropia Prologue
« Reply #30 on: December 11, 2012, 03:02:52 pm »

Wait, so the goal of the succession adventurers is to commit suicide in the volcano?
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Sappho

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Re: Drunk Adventurer: Necropia Prologue
« Reply #31 on: December 11, 2012, 03:08:20 pm »

Hehe, no, don't worry. This was just a prologue. At the site of Gatshi's death will be built a great tower to protect survivors from the evils of the world (my next project, starting tomorrow). The goal of adventurers will be to reach the tower and get inside without letting in any zombies or other undesirables.

MrWillsauce

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Re: Drunk Adventurer: Necropia Prologue
« Reply #32 on: December 11, 2012, 03:11:48 pm »

I suggest airlocks, which can be decontaminated by magma.
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Eric Blank

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Re: Drunk Adventurer: Necropia Prologue
« Reply #33 on: December 11, 2012, 06:30:37 pm »

That would kill any adventurers attempting to enter, though! :P
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I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

MrWillsauce

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Re: Drunk Adventurer: Necropia Prologue
« Reply #34 on: December 11, 2012, 06:33:38 pm »

The magma wouldn't be on all the time.
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Sappho

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Re: Drunk Adventurer: Necropia Prologue
« Reply #35 on: December 12, 2012, 04:14:22 am »

Yes, I'm still working on how to keep the place safe while allowing adventurers to enter from outside (since we can't have the guys inside open the doors for you). Obviously there will have to be hidden levers somewhere for opening the gates. I was thinking of making a deep trench all around, but it makes sense to fill it with magma, and possibly to have this decontamination area inside as well...

If anyone wants to make any other requests for the tower, feel free to do so. I make no promises but I'll take suggestions into consideration.

I'm not particularly good at megaproject stuff, so I'll be limited on what I can really accomplish and I will certainly cheat like crazy to make it easier. When I start posting the progress of the tower, I'll make a new thread and link to it from here.

EDIT: Crap, I just realized I need a "just embark" tool to get to the volcano (in the middle of the mountains). What's the best way to do this for the current version of DF? The only info I could find seemed really outdated. I can't get this started until I manage it! I think there must be a way with DFHack but I can't find it in the readme...

EDIT2: Nevermind, found it in the dfusion tools menu. And away we go!
« Last Edit: December 12, 2012, 05:47:13 am by Sappho »
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MrWillsauce

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Re: Drunk Adventurer: Necropia Prologue
« Reply #36 on: December 12, 2012, 01:35:23 pm »

Make the whole compound reeaaallly deep underground, but still have a heavily fortified entrance level. On the entrance should be trained marksdwarves positioned in pillboxes inside the walls, so that even after the fort is abandoned they will automatically shoot baddies out there (if you can get them in the right position just before abandoning).
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NAV

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Re: Drunk Adventurer: Necropia Prologue
« Reply #37 on: December 12, 2012, 03:25:47 pm »

You could use a 1 z-level drop. Adventurers could easily get in, but the AI wouldn't consider it an option.
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Highmax…dead, flesh torn from him, though his skill with the sword was unmatched…military…Nearly destroyed .. Rhunorah... dead... Mastahcheese returns...dead. Gaul...alive, still locked in combat. NAV...Alive, drinking booze....
The face on the toaster does not look like one of mercy.

MrWillsauce

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Re: Drunk Adventurer: Necropia Prologue
« Reply #38 on: December 12, 2012, 03:29:04 pm »

You could use a 1 z-level drop. Adventurers could easily get in, but the AI wouldn't consider it an option.
I think this is more about creating a realistic sort of bastion then just practicality. It's highly unlikely anything would get in even with no safety precautions.
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Eric Blank

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Re: Drunk Adventurer: Necropia Prologue
« Reply #39 on: December 13, 2012, 01:08:59 am »

Make the whole compound reeaaallly deep underground, but still have a heavily fortified entrance level. On the entrance should be trained marksdwarves positioned in pillboxes inside the walls, so that even after the fort is abandoned they will automatically shoot baddies out there (if you can get them in the right position just before abandoning).

That wouldn't work, because creatures move around wherever after abandonment; they won't necessarily be anywhere near where you left them. Last I'd actually paid attention, the game decides where to place creatures based on access to the outside, so dwarves (and FB's, and caged goblins, and whatever else you may have secreted away behind a wall somewhere) will initially spawn on the surface, outside the walls, and possibly indoor locations they have access to from there. So if you abandon the fort with all the gates closed and no access underground, all the dwarves will be scattered around outdoors, being munched on by all the FB's you failed to kill that spawn there with them.

After initial placement outside they can wander down to meetign halls in the fort.
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I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

MrWillsauce

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Re: Drunk Adventurer: Necropia Prologue
« Reply #40 on: December 13, 2012, 06:14:57 am »

Make the whole compound reeaaallly deep underground, but still have a heavily fortified entrance level. On the entrance should be trained marksdwarves positioned in pillboxes inside the walls, so that even after the fort is abandoned they will automatically shoot baddies out there (if you can get them in the right position just before abandoning).

That wouldn't work, because creatures move around wherever after abandonment; they won't necessarily be anywhere near where you left them. Last I'd actually paid attention, the game decides where to place creatures based on access to the outside, so dwarves (and FB's, and caged goblins, and whatever else you may have secreted away behind a wall somewhere) will initially spawn on the surface, outside the walls, and possibly indoor locations they have access to from there. So if you abandon the fort with all the gates closed and no access underground, all the dwarves will be scattered around outdoors, being munched on by all the FB's you failed to kill that spawn there with them.

After initial placement outside they can wander down to meetign halls in the fort.
In that case, kill all the dwarves after construction.
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Sappho

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Re: Drunk Adventurer: Necropia Prologue
« Reply #41 on: December 13, 2012, 08:24:34 am »

The tower will not be abandoned. I will use DFHack to leave it active so adventurers can retire there. Still, it`s true that any areas which are not accessible from outside will not have any dwarfs in them, so they`ll be wandering around outside if I lock the whole thing up. There will have to be an open door. Maybe a trench will do it. We`ll see what I can work out.

By the way I decided to go back to work since I`m feeling mostly better, so I don`t have as much time as I thought I would. So you might have to be patient for a few days before I post the first update on the tower.

Ruhn

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Re: Drunk Adventurer: Necropia Prologue
« Reply #42 on: December 13, 2012, 03:42:49 pm »

That was a surprise ending!

Drawbridges and lots of crossbows sounds good.
Maybe some pressure plates that activate traps if heavier/lighter than a dwarf?
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