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Author Topic: Antfarm mode  (Read 4027 times)

fortydayweekend

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Re: Antfarm mode
« Reply #30 on: May 31, 2014, 12:33:58 am »

I know the OP was about being able to leave a fort for a day, but it's also interesting to ask what it would take to create a truly Eternal Fort.

After the first generation die, none of the dwarves will have any labors allocated other than hauling. And there's no eternal source of food that doesn't require a labor allocation or some player input - birds will eventually die and swapping between breeding and egg-collecting requires player input. Pigs can breed and need no pasture but require milkers & cheesemakers, etc.

So the only way to provide food in an eternal fort is with a vampire doing the food production. Ditto booze (though they could drink water instead) and clothes (as new dwarves would have to be assigned to a squad to get metal armor). And for any other luxury items that a fort might need.

Vampires require blood which fortunately, unlike food, can be produced without any player input for an eternity, given a large enough herd.

So I think the only possible Eternal Fort would consist of one or more vampires producing enough food, booze and clothing for a large (turtled) fort of dwarves, who just carry stuff around, eat, breed and sleep - with one of them every so often falling asleep in a masterwork gem-encrusted and slightly bloodstained bed laid out in the vampire burrow. The only limit to how long it would last would be how many coffins you could pre-build, and of course whether there were enough luxuries around to compensate for the endemic, unending murder.
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Bumber

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Re: Antfarm mode
« Reply #31 on: May 31, 2014, 12:40:16 am »

Vampires require blood which fortunately, unlike food, can be produced without any player input for an eternity, given a large enough herd.
They don't need blood, only crave it.
« Last Edit: May 31, 2014, 12:42:58 am by Bumber »
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fortydayweekend

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Re: Antfarm mode
« Reply #32 on: May 31, 2014, 12:55:56 am »

Vampires require blood which fortunately, unlike food, can be produced without any player input for an eternity, given a large enough herd.
They don't need blood, only crave it.

Would they lose productivity by not eating though?
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Bumber

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Re: Antfarm mode
« Reply #33 on: May 31, 2014, 01:34:16 am »

Would they lose productivity by not eating though?
Nope, only from lack of booze, which they won't drink. Slowdown is inevitable unless you mod a syndrome that removes the booze requirement from vampires.
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Reading his name would trigger it. Thinking of him would trigger it. No other circumstances would trigger it- it was strictly related to the concept of Bill Clinton entering the conscious mind.

THE xTROLL FUR SOCKx RUSE WAS A........... DISTACTION        the carp HAVE the wagon

A wizard has turned you into a wagon. This was inevitable (Y/y)?

fortydayweekend

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Re: Antfarm mode
« Reply #34 on: May 31, 2014, 08:47:09 am »

Would they lose productivity by not eating though?
Nope, only from lack of booze, which they won't drink. Slowdown is inevitable unless you mod a syndrome that removes the booze requirement from vampires.

Hmm... I guess that wrecks the whole plan.

An alternative could be immortal werebeasts as workers, perhaps with a single werebeast confined to a pressure plate that locks the others in during full moons, so they can't attack anyone. But then you don't really need the dwarves, so it's really just a werebeast fortress.
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Merendel

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Re: Antfarm mode
« Reply #35 on: May 31, 2014, 03:12:51 pm »

It might be a little bit difficult to automate the interaction with caravan. One must protect dwarven caravan and retrieve their bodies when they are attacked. Moreover, if one caravan guard is accidentally smashed by bridge in the automatic flow of action, his ghost will haunt forever. This is often received as a bug, but I find it probably the only reason why one cannot just seal the fort from outside. Maybe this bug actually adds some balance to the game.
That is easy to solve.  Construct a bridge wall at the edge of the map thats 3 wide and 5-6 deep.  chanle a path from that walled off area down to a depot spot and then seal the depot off from the fort.  If thats the only depot on the map the caravan will always spawn in that area, got to depot and then leave agian each year in perfect safety as long as you dont have flying invaders.
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§k

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Re: Antfarm mode
« Reply #36 on: May 31, 2014, 10:34:27 pm »

That's a good idea. I didnt know that until just now!
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Bumber

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Re: Antfarm mode
« Reply #37 on: June 01, 2014, 12:40:25 am »

Hmm... I guess that wrecks the whole plan.

An alternative could be immortal werebeasts as workers, perhaps with a single werebeast confined to a pressure plate that locks the others in during full moons, so they can't attack anyone. But then you don't really need the dwarves, so it's really just a werebeast fortress.
Well, how slow will they get anyways? Could they still feasibly provide food for the rest of the fort?

Only the original werebeast is immortal. Keep in mind they're building destroyers, too. And they're naked when they change back (tantrum risk.)
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Reading his name would trigger it. Thinking of him would trigger it. No other circumstances would trigger it- it was strictly related to the concept of Bill Clinton entering the conscious mind.

THE xTROLL FUR SOCKx RUSE WAS A........... DISTACTION        the carp HAVE the wagon

A wizard has turned you into a wagon. This was inevitable (Y/y)?

GavJ

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Re: Antfarm mode
« Reply #38 on: June 01, 2014, 02:04:49 am »

Quote
birds will eventually die
Rocs don't die, do they? Infinite eggs, although they still would require labor-enabled cooking?
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Cauliflower Labs – Geologically realistic world generator devblog

Dwarf fortress in 50 words: You start with seven alcoholic, manic-depressive dwarves. You build a fortress in the wilderness where EVERYTHING tries to kill you, including your own dwarves. Usually, your chief imports are immigrants, beer, and optimism. Your chief exports are misery, limestone violins, forest fires, elf tallow soap, and carved kitten bone.
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