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Author Topic: More than One Embark Wagon  (Read 2348 times)

Naglfar

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More than One Embark Wagon
« on: October 02, 2014, 09:45:11 pm »

I just found out that if you embark somewhere, immediately abandon the fortress, and reclaim it, you will have two wagons. If you abandon the second embark and reclaim it, you will have three wagons. Therefore, you can cheat your way into a super embark with everything you want. Is this expected behavior?
« Last Edit: October 02, 2014, 09:47:01 pm by Naglfar »
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StagnantSoul

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Re: More than One Embark Wagon
« Reply #1 on: October 02, 2014, 09:48:28 pm »

Yeah, it's basically a feature. The only way to get rid of it is if items stopped existing after abandonment.
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Tacomagic

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Re: More than One Embark Wagon
« Reply #2 on: October 02, 2014, 09:55:55 pm »

I just found out that if you embark somewhere, immediately abandon the fortress, and reclaim it, you will have two wagons. If you abandon the second embark and reclaim it, you will have three wagons. Therefore, you can cheat your way into a super embark with everything you want. Is this expected behavior?

You can also set embark points to 10,000 in the advanced world generation and get 8 wagons worth for the price of one.
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Max™

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Re: More than One Embark Wagon
« Reply #3 on: October 02, 2014, 11:24:33 pm »

Sounds like your cheating skill needs some danger room training.

reveal
changelayer ADAMANTINE force
unreveal
createitem BAR ADAMANTINE (a bunch)
createitem BED ADAMANTINE (a bunch)
createitem WEAPON:ITEM_WEAPON_AXE_BATTLE ADAMANTINE (a bunch)
createitem TRAPCOMP:ITEM_TRAPCOMP_LARGESERRATEDDISC ADAMANTINE (a bunch)
changeitem here q 5

If you're gonna cheat, do it in a fort dug from solid candy, coated in more candy, filled with candy coated dwarves!
Spoiler (click to show/hide)

It does get boring after a while, pretty though!
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StagnantSoul

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Re: More than One Embark Wagon
« Reply #4 on: October 02, 2014, 11:44:26 pm »

...woah...
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Quote from: NJW2000
If any of them are made of fire, throw stuff, run, and think non-flammable thoughts.

Max™

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Re: More than One Embark Wagon
« Reply #5 on: October 03, 2014, 09:15:40 am »

Yeah, I think that was like, the second fort after I got dfhack working and I said heck with it, I'm gonna go all sorts of nuts with everything! The candy skyscraper around the wagon was the beginning, then it was easier to just add a floor/bridge section rather than breach the walls around it at the ground level, so I decided to make that the only wagon route available... and then I decided to guarantee this would be the case by flooding it with magma. Weeee!

I had a bunch of gobs show up, make it past the ballistas, lose three of their number to a minotaur who was also attacking and then one of the miners who was heading back inside from waaaaaaay up in the skyscraper came past and shoved the minotaur into the magma, killed two gobs, and trundled on past towards the civilian alert burrow... the other 8 or 9 gobs left by the time the candy clad military caught up and frappe'D the closest gob.
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Scruiser

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Re: More than One Embark Wagon
« Reply #6 on: October 03, 2014, 01:33:00 pm »

I just found out that if you embark somewhere, immediately abandon the fortress, and reclaim it, you will have two wagons. If you abandon the second embark and reclaim it, you will have three wagons. Therefore, you can cheat your way into a super embark with everything you want. Is this expected behavior?
Sounds like your cheating skill needs some danger room training.
  I like to roleplay it in my head when I do multiple reclaims and abandons in a run.  I usually go with a group of miners, masons and a low skilled carpenter, with lots of food and drink.  In my interpretation, they are the construction team sent ahead to carve out a living space for the next team.  I then abandon and reclaim.  The next 7 dwarfs are specialists who fill in that space.  They build the bridges, the levers, setup all the bedrooms nicely, etc.  This team might include maximum skilled architect, carpenter, mechanic, mason.  Finally the next 7 are the actual settlers that will live there.  They have the skills the fortress will need to survive comfortably long term.  So for example, a cook is not necessary in the first year, but is ultimately essential for the morale of the fortress.  Weapons, armor, and military skills aren't necessarily needed first year either, but quality weapons and armor are important for long term survival.  Conversely, architecture lets you create higher valued structures, but it isn't a skill needed very often.
  So yeah, exploity, but as long as I can invent a Watsonian explanation, I am okay with it.

Yeah, it's basically a feature. The only way to get rid of it is if items stopped existing after abandonment.
You could embark with no items or very few or whatever items fit your embark scenario you are imagining.  Then the items being left behind would fit your imagination.
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Naglfar

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Re: More than One Embark Wagon
« Reply #7 on: October 03, 2014, 02:41:49 pm »

I just found out that if you embark somewhere, immediately abandon the fortress, and reclaim it, you will have two wagons. If you abandon the second embark and reclaim it, you will have three wagons. Therefore, you can cheat your way into a super embark with everything you want. Is this expected behavior?
Sounds like your cheating skill needs some danger room training.
  I like to roleplay it in my head when I do multiple reclaims and abandons in a run.  I usually go with a group of miners, masons and a low skilled carpenter, with lots of food and drink.  In my interpretation, they are the construction team sent ahead to carve out a living space for the next team.  I then abandon and reclaim.  The next 7 dwarfs are specialists who fill in that space.  They build the bridges, the levers, setup all the bedrooms nicely, etc.  This team might include maximum skilled architect, carpenter, mechanic, mason.  Finally the next 7 are the actual settlers that will live there.  They have the skills the fortress will need to survive comfortably long term.  So for example, a cook is not necessary in the first year, but is ultimately essential for the morale of the fortress.  Weapons, armor, and military skills aren't necessarily needed first year either, but quality weapons and armor are important for long term survival.  Conversely, architecture lets you create higher valued structures, but it isn't a skill needed very often.
  So yeah, exploity, but as long as I can invent a Watsonian explanation, I am okay with it.

Yeah, it's basically a feature. The only way to get rid of it is if items stopped existing after abandonment.
You could embark with no items or very few or whatever items fit your embark scenario you are imagining.  Then the items being left behind would fit your imagination.

Thanks for the idea! :-)
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Bumber

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Re: More than One Embark Wagon
« Reply #8 on: October 04, 2014, 12:52:05 am »

Can wagons spawn on constructed floors? Could someone, with enough persistence, build a fort with walls comprised mainly of wagons?
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THE xTROLL FUR SOCKx RUSE WAS A........... DISTACTION        the carp HAVE the wagon

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Max™

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Re: More than One Embark Wagon
« Reply #9 on: October 04, 2014, 01:38:49 am »

Hmmm, I am in the habit of building walls around my wagon and using it as the starting point for the layout*, never thought about trying to stack them.

"Your fortress has been scuttled."

* I like to put walls up against the bottom and sides, dig a down stair/put an upstair on it, wall the top, then stick a ramp and hatch if it's somewhere that getting locked down quick is important. More fun than just scuttling it, sometimes you get to go fully crazy and seal your wagon in candy under a lake of magma...
Spoiler (click to show/hide)
...sometimes the magma shows up early and ruins your plans entirely (I still don't know how this happened)...
Spoiler (click to show/hide)
"Ok, got my wagon walled off, just about got my magma forges ready to start up... wait why is everything on fire OH GOD WHAT?"

...now though, I'm gonna have to see if I can stack wagons, maybe a nano-embark will help encourage it?
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