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Author Topic: The Sociopath's Hunting Lodge  (Read 5263 times)

The Master

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Re: The Sociopath's Hunting Lodge
« Reply #15 on: July 13, 2014, 03:22:46 am »

Status update: Had my dwarves commit treason out of insanity caused by working nonstop without breaks for 3 seasons on the lodge and had them kill the merchants and liaison. They're now brutally murdering each other and blood is beginning to pile up. All in all, good progress and nothing bad to report.

Edit: A dwarf has been brutally beating up a camel for a week now.
« Last Edit: July 13, 2014, 03:26:34 am by The Master »
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Rumrusher

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Re: The Sociopath's Hunting Lodge
« Reply #16 on: July 13, 2014, 03:31:01 am »

Wait can't we give items to people now, can't we just nominate an adventurer as the Lodge keeper then every new adventurer must bring him a trophy after bragging about their violent acts?
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The Master

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Re: The Sociopath's Hunting Lodge
« Reply #17 on: July 13, 2014, 03:34:33 am »

Wait can't we give items to people now, can't we just nominate an adventurer as the Lodge keeper then every new adventurer must bring him a trophy after bragging about their violent acts?
That sounds fantastic! Maybe another goal would be that if he or she not impressed that you must attempt to brutally murder him or her and make his or her corpse one of the attractions of the lodge!
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Holy jesus I thought I was ready but nothing could have prepared me for this
Hush, little Asea, don't you cry.
If he notices we'll surely die!
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Timeless Bob

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Re: The Sociopath's Hunting Lodge
« Reply #18 on: July 13, 2014, 02:43:04 pm »

I figured each new adventurer would naturally attempt to foment rebellion anyway, but was going to let it happen organically.  Every sociopathic tin pot god needs minions, after all.  However, that does bring an interesting scenario to mind: each Player makes a fortified embark in a brand spanking new world with enough Dwarven civs so that each Player represents one, then makes an adventurer who becomes powerful enough to claim it.  Then, each round of turns we re-embark and train "our" soldiers at "our" fortresses until we decide to hire them as companions and invade one of the other Player's fortresses.  Would all of the training be enough to turn the tide of a Player owned seiging force?  Would the different Dwarven civs become permanently antagonistic to the point that they would seige other fortresses even during Fortress mode?  Hmmm...
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Dwarfopoly
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The Master

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Re: The Sociopath's Hunting Lodge
« Reply #19 on: July 13, 2014, 03:19:22 pm »

So a new version of DF just came out that fixes a lot of bugs. It's not compatible with the save, but I didn't get TOO much done anyway. Think you could gen another copy of that world or PM me the world parameters so I could generate it?
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Timeless Bob

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Re: The Sociopath's Hunting Lodge
« Reply #20 on: July 13, 2014, 03:35:58 pm »

Oh?  Yeah, I can gen another version.  I have to for my Prophecy game anyway.
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Dwarfopoly
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Alev

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Re: The Sociopath's Hunting Lodge
« Reply #21 on: July 13, 2014, 03:38:21 pm »

ANOTHER new version? And I just started a good dorffort.
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The Master

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Re: The Sociopath's Hunting Lodge
« Reply #22 on: July 13, 2014, 03:43:08 pm »

ANOTHER new version? And I just started a good dorffort.
There's gonna be quite a few. Last version had 11 revisions!
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Holy jesus I thought I was ready but nothing could have prepared me for this
Hush, little Asea, don't you cry.
If he notices we'll surely die!
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Timeless Bob

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Re: The Sociopath's Hunting Lodge
« Reply #23 on: July 13, 2014, 04:38:39 pm »

There ya go:  http://www.mediafire.com/download/j5t43a8nr6elpa2/TheLodge.zip

Hopefully, this save will be forward compatible this time.  Cross your fingers!
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The Master

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Re: The Sociopath's Hunting Lodge
« Reply #24 on: July 14, 2014, 12:38:47 pm »

Taking forever, but should have the lodge done by tonight. I'm going to hold back on getting the ball really rolling on this until saves start becoming compatible with newer versions again.
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Holy jesus I thought I was ready but nothing could have prepared me for this
Hush, little Asea, don't you cry.
If he notices we'll surely die!
You. Made. Asea. CRY.

Timeless Bob

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Re: The Sociopath's Hunting Lodge
« Reply #25 on: July 15, 2014, 12:24:34 am »

Yeah, I'm getting some pretty consistent crashes even with 40.03, so putting this on the backburner is probably a good idea.
« Last Edit: July 16, 2014, 01:59:07 am by Timeless Bob »
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The Master

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Re: The Sociopath's Hunting Lodge
« Reply #26 on: July 16, 2014, 06:08:36 am »

In the mean time, I'd love to hear any ideas from all of you readers!
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Holy jesus I thought I was ready but nothing could have prepared me for this
Hush, little Asea, don't you cry.
If he notices we'll surely die!
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deepfreeze78

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Re: The Sociopath's Hunting Lodge
« Reply #27 on: July 16, 2014, 10:01:43 am »

Gonna PTW, this sounds like it'd be a lot of fun, especially once DF2014 gets cleaned up.
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Kiefatar

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Re: The Sociopath's Hunting Lodge
« Reply #28 on: July 16, 2014, 10:52:30 am »

I want to see someone not only start and succeed with a fortress, but to then retire it, start an adventurer (or convert one of the fortress inhabitants) that then goes and slaughters everyone at the fortress, before collecting a single bone, or skull from every single person to donate as their item.

Yes, this is my crate of 50+ skulls from *Random Dwarf Fortress Hold*
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The Master

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Re: The Sociopath's Hunting Lodge
« Reply #29 on: July 17, 2014, 11:07:54 pm »

I want to see someone not only start and succeed with a fortress, but to then retire it, start an adventurer (or convert one of the fortress inhabitants) that then goes and slaughters everyone at the fortress, before collecting a single bone, or skull from every single person to donate as their item.

Yes, this is my crate of 50+ skulls from *Random Dwarf Fortress Hold*
So. Much. Yes. We should totally do that! Everyone practice! As soon as DF becomes mostly stable we're doing this!
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Holy jesus I thought I was ready but nothing could have prepared me for this
Hush, little Asea, don't you cry.
If he notices we'll surely die!
You. Made. Asea. CRY.
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