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Author Topic: Re: Bloodlines of the Forii (Phoebus 40.24) - Save file too corrupted - sry guys  (Read 71894 times)

Timeless Bob

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Latest save:
http://dffd.bay12games.com/file.php?id=10752

Turn List:
1.   Evictedsaint: 2 years Clanhome start
2.   neblime: 2 years Clanhome start
3.   Timeless Bob: 2 years Clanhome start
4.   Iituem: 2 years Clanhome start
5.   xominxac: 2 years Clanhome start
6.   EvictedSaint: 2 seasons + adventurer
7.   neblime: 2 seasons + adventurer  Turn skipped due to nemesis unit blues + RL
8.   Timeless Bob: 2 seasons + adventurer  (Turn ends by April 26th, 2015)
9.   Iituem: 2 seasons + adventurer
10. xominxac: 2 seasons + adventurer
Interlude: "The 1st Council of Doom"
Spoiler (click to show/hide)

Major Clans: (updated to Year 28)
The "Saint" Clan of The Fair Works at Hammercrown
Spoiler (click to show/hide)
(Evictedsaint)
Clan "Stonecleaver", The Greatest Clan at Cagearmors
Spoiler (click to show/hide)
(neblime)
The "Goodbrews" Clan of Winehammers at The Windy Tower of Drinking
Spoiler (click to show/hide)
(Timeless Bob)
 The "Wrathwell" Clan of The Tunnels of Despair at The Pit of Spite
Spoiler (click to show/hide)
(Iituem)
 The "Itsatrap?!" Clan of Strangerdanger the Crazy Bad Trap-Traps of Trapping at Pricedtraps
Spoiler (click to show/hide)
(xominxac)

Minor Clans:
1. Clan "Deepson" -Mining Specialists, Founder: "Loric"
Spoiler (click to show/hide)
(The Big D)
2. Clan "Gearmighty" -Mechanics Specialists, Founder: "Wordyirons"
Spoiler (click to show/hide)
(Elagn)

   Each Player initially begins by embarking with seven orphans, all of which, having no parents or heritage of their own, decide to strike out and become their own clan.  What brings these particular seven together?  It is their shared dreams - in their slumbers a single name is whispered to them by a voice from beyond the world - are these gods?  No, they are lesser than gods, but greater than humble dwarves.  They exist outside of time.  They are the Forii - those bodiless muses who play games with the lives of dwarves.

The Forii contest for power in many forms on many worlds: Which is able to instigate the greatest wonder of construction, which is most able to influence the most mayhem, which is able to accrue the most power?  This is one of those games - a challenge for Forii willing to accept it's arbitrary limitations.

1.  Each Forii must choose one from their founding clan of seven to be their "living vessel" in the world. (undead are not alive.)

2.  Only Forii who inhabit living vessels may take a turn

3.  If a vessel dies, the only other dwarves that may be chosen to become the new vessel must either be one of the founding seven, their spouses or their children. 
Spoiler (click to show/hide)

4. Forii Turn limits:
   1st turn: Two years of "Fortress mode" - founding the Clan Home.
   All other turns: Two seasons in "Fortress Mode" while building/fortifying the Unretired/Reclaimed clan-home and a maximum of fifteen days (fourteen nights) in Adventure mode before saving the game and passing it to the next person.
Spoiler (click to show/hide)
At the end of each full round (each of the "Big Five" has had one turn), a Council of Doom is held by the Forii with surviving Clans where any rule changes that have been suggested that round are voted upon.  These rule changes take effect before any Minor Clans are elevated to Major Clanhood.  Even if a Forii has lost their Clan, their suggestion remains for the Forii who remain to vote upon.  Official voting only happens during The Council of Doom. (One vote per Forii per suggestion.)

5. Each Clan manages their own Clan-home (Fortress mode) - as each Forii takes their turn, world events will continue to affect all the other retired Clan-homes, so initial placement of them is an important consideration.
6. Adventurers must start their careers from the Clan-home of the Forii who control them.  Adventurers are there to be used to advance their Clan's interests and protect them from threats external to the site.


The first goal: Be the first Forii to crown their Avatar "King" or "Queen" of one of the civs.


The Fates most Cruel give that Forii who fulfills this first goal the authority to both choose a new goal for the Clans, and receive a Secret Goal themselves... (Revealed via Private Message.)

Time limit per turn:
3 Day countdown from the day the save is posted to accept the turn: "Save is downloaded" posted to the group stops the countdown.
7 Day countdown to complete a turn and post the new save file to the group. 
Unless a specific exception is requested, missing these deadlines skips the turn and begins it again with the next Player.
Time limits use forum time/dates as reference.

Spoiler (click to show/hide)

Make sure you've retired your fortress before saving the game!


Places of The two Dwarven Nations:

            The Crypts of Glory

Castle Fatherwork
Fondledmines Hillock (Conquered by goblins in 27)
Minedbend Hillock
Tomesdell Hillock
Scorchinglabor Hillock
Fightwheeled Hillock
Castle Hammercrown ++Saint Clanhome++
Washedrough Hillock
Shimmerwires Hillock
Castle Cagearmors ++Stonecleaver Clanhome++

            The Lush Fortification

Castle Valleynet (Conquered by goblins in 21, retaken by dwarves in 30)
Tradesensed Hillocks
Inkscorched Hillocks
Bentshot Hillocks
Gildpears Hillocks
Castle Staffclearings (Conquered by a forgotten beast in 16)
Taxedpaints Hillocks
Stonecanyon Hillocks
Raggorge Hillocks
Castle The Windy Tower of Drinking ++Goodbrews Clanhome++ (Presumed empty after the Saint slaughter in 30)
Castle The Pit of Spite ++Wrathwell Clanhome++ (Conquered by goblins in 28)
Castle Strangerdanger the Crazy Bad Trap-Traps of Trapping ++Itsatrap?! Clanhome++

The Dwarven Royalty:
http://www.bay12forums.com/smf/index.php?topic=148224.msg6155800#msg6155800

Timeline
http://www.bay12forums.com/smf/index.php?topic=148224.msg6155815#msg6155815

CLANS THAT HAVE GONE EXTINCT
CaptainMcClellan: Clan "Murderpaddles" -Stevedore Specialists, Founder: "Ringo"
Spoiler (click to show/hide)
« Last Edit: April 24, 2015, 02:05:53 am by Timeless Bob »
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Bloodlines of the Forii

ptb_ptb

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Re: Royal Bloodlines
« Reply #1 on: February 03, 2015, 10:45:19 am »

Avatar? Player's spirit? Children? Cheese?  8)

Yeah, so apart from me being highly confused (easily done), isn't it going to take a long time to get any children if each turn is one season + (possibly) 14 days?
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Timeless Bob

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Re: Royal Bloodlines
« Reply #2 on: February 03, 2015, 04:13:00 pm »

Avatar? Player's spirit? Children? Cheese?  8)

Yeah, so apart from me being highly confused (easily done), isn't it going to take a long time to get any children if each turn is one season + (possibly) 14 days?

mmm.  I'll clarify it.
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Bloodlines of the Forii

evictedSaint

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Re: Royal Bloodlines
« Reply #3 on: February 04, 2015, 01:44:03 am »

I would like to sign up, please.  Slot 1...unless someone really wants to take it, in which case I'll be happy with Slot 2.

I'm thinking the "Saintly" clan; a lineage of saints and holy warriors and healers.  A very proud people who's motto is "Faith, Charity, and Strength" and build glorious temples and high walls to house the weak and feeble.



Two seasons is hardly any time to build a fort before retiring it, though I suppose if we kept the list to 4 people it wouldn't be that much of an issue (assuming we rotate the roster).  How long do we get in real-time?  Also, what happens in the even that a fortress crumbles after retirement?  What if the Blood Clan decides they need more Blood for their Blood God and sends a Demi-God Avatar of Destruction to the Saintly Fortress of Charity and paints their Holy Temple with the blood of their pilgrims?  (Not that I'm totally opposed to clan warfare, since it'll make a fun story).
« Last Edit: February 04, 2015, 01:54:40 am by evictedSaint »
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neblime

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Re: Royal Bloodlines
« Reply #4 on: February 04, 2015, 07:29:31 pm »

I have played a game with one season turns before, and let me tell you it was a real pain in the neck.
Also sign me up :D
let's call it clan stonecleaver
faith and charity? pfft
we will carve the great mountains to our will!
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I am quite looking forward to the next 20 or 30 years or so of developmental madness

Timeless Bob

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Re: Royal Bloodlines
« Reply #5 on: February 04, 2015, 07:34:04 pm »

I would like to sign up, please.  Slot 1...unless someone really wants to take it, in which case I'll be happy with Slot 2.

I'm thinking the "Saintly" clan; a lineage of saints and holy warriors and healers.  A very proud people who's motto is "Faith, Charity, and Strength" and build glorious temples and high walls to house the weak and feeble.



Two seasons is hardly any time to build a fort before retiring it, though I suppose if we kept the list to 4 people it wouldn't be that much of an issue (assuming we rotate the roster).  How long do we get in real-time?  Also, what happens in the even that a fortress crumbles after retirement?  What if the Blood Clan decides they need more Blood for their Blood God and sends a Demi-God Avatar of Destruction to the Saintly Fortress of Charity and paints their Holy Temple with the blood of their pilgrims?  (Not that I'm totally opposed to clan warfare, since it'll make a fun story).

Fortresses that retire still send immigrants to other fortresses in play, and in adventure mode, companions stay with the heroes as well, so it might be a good idea to "exchange hostages" with another Clan or to have one of the Founders become the companion of an adventurer so that in the event that a fortress is sacked/crumbles/is invaded by NPC's, then the bloodline is still assured.  Use your imagination.

The limited Adventurer mode timing is specifically so that one can't travel around the entire world in one turn and kill everyone else.  No matter how fast an adventurer is, they will still take time traveling, sleeping, avoiding whatever defenses a target's embark may have and slaying whatever clan-members they find.  The limit of fifteen days allows an assassin enough time to maybe make it to one or two sites before having to retire and the loyalty cascade that will provoke means that area will have more bandit groups form (some of whom may also be Clan members themselves), which will make slaying them all much more difficult.  A Forii that has had that happen to them may choose to band with other ones against that Clan - promises of armor or resources, ect...  Assassination creates a great deal of complexity.

Thank you for reminding me about the time limits on Players: (I'll update the OP to have these.)

3 Day countdown from the day the save is posted to accept the turn: "Save is downloaded" posted to the group stops the countdown.
7 Day countdown to complete a turn and post the new save file to the group. 
Unless a specific exception is requested, missing these deadlines skips the turn and begins it again with the next Player.

Make sure you've retired your fortress before saving the game!
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evictedSaint

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Re: Royal Bloodlines
« Reply #6 on: February 04, 2015, 07:38:25 pm »

I have played a game with one season turns before, and let me tell you it was a real pain in the neck.
Also sign me up :D
let's call it clan stonecleaver
faith and charity? pfft
we will carve the great mountains to our will!

I think I know why he wants two seasons.  If I do a two season turn and pass it off, my fort has to wait a year and a half before I can play again.  If it's a year each, then the fort waits three years before I can continue. 

What if we said each person gets a full year (or two) on their first turn, then two seasons after the first round?  That gives us more time to set up an initial fort. 

evictedSaint

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Re: Royal Bloodlines
« Reply #7 on: February 04, 2015, 07:40:29 pm »

Oh, cool, I see!  Should I go ahead and pick up the save, or should we wait for a fourth before starting?

Timeless Bob

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Re: Royal Bloodlines
« Reply #8 on: February 04, 2015, 07:55:52 pm »

Pick up the save I'm sure others will come along later.

I like the idea of having a two year initial site creation, but without the ability to do any adventure mode shenanegans - let's do that.

Besides, we might have some others who will want to create clans themselves later on, but they'll be coming up from a position of weakness because they'll not have the same connections and inter-Clan treaties in place like the ones who have already been playing for awhile.  Not impossible, but it certainly adds another challenge to winning.
« Last Edit: February 04, 2015, 08:21:17 pm by Timeless Bob »
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Bloodlines of the Forii

evictedSaint

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Re: Royal Bloodlines
« Reply #9 on: February 04, 2015, 08:27:34 pm »

Okay, I've got the save downloaded.

Still two seasons as fort and 14 nights as adventurer?  Any other rules I need to keep in mind?  What's the stance on DFhack and workflow plug-ins and the like?

Timeless Bob

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Re: Royal Bloodlines
« Reply #10 on: February 04, 2015, 08:30:53 pm »

Okay, I've got the save downloaded.

Still two seasons as fort and 14 nights as adventurer?  Any other rules I need to keep in mind?  What's the stance on DFhack and workflow plug-ins and the like?

First turn is two years long, no adventurer mode.

I have no problems with DFHack or other workflow plug-ins...

Oooh!  I generated this using the Pheobus tileset, so vanilla is gonna look all wonky.

Would you guys like to make game turns 1 season long after the initial setup instead, so that "Fortress mode" and "adventure mode" both take up about the same time in-game?
« Last Edit: February 04, 2015, 08:38:36 pm by Timeless Bob »
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Dwarfopoly
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Bloodlines of the Forii

evictedSaint

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Re: Royal Bloodlines (Pheobus 40.24)
« Reply #11 on: February 04, 2015, 09:23:51 pm »

Spoiler (click to show/hide)



Ah, here at last.

Spoiler (click to show/hide)

I picked the spot myself.  It's perfect.  Hilly, with plenty of stone and no nasty aquifer to flood my temple and leave it dripping and dark.  They're noble creatures, these dwarves, but they need some divine intervention to get moving in the right direction.  Too often do they turn to greed and cruelty to sate their appetites while the gods sit idly by.  And when avarice and violence fail them, they turn to disgusting displays of wealth to their own opulence.  No, with my guidance, their idle energies will be put towards a greater use. 

Charity.  Faith.  Strength.

These three aspects are what my children will strive for. 

Their wealth will pull the downtrodden from poverty.  Their temples will rise over the landscape as a beacon of hope.  Their walls will shelter the weak from evil.  And by the time I'm done, my Sybil will wear the crown.

Spoiler (click to show/hide)

The land looks good.  Plenty of trees, not much standing water, nice flowing landscape.  Perfect place for a temple.

Spoiler (click to show/hide)

neblime

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Re: Royal Bloodlines (Pheobus 40.24)
« Reply #12 on: February 04, 2015, 10:16:20 pm »

I thought of a question:
Do adventurers count as relatives of your original seven? Seeing as (unforunately) we can never actually play amy of our real clan members, what are adventurers?  Hired help? Slaves? Adoptees?
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evictedSaint

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Re: Royal Bloodlines (Pheobus 40.24)
« Reply #13 on: February 05, 2015, 01:08:33 am »

Spoiler (click to show/hide)

Here we have the clan laying out the foundation of the temple.  We have an abundance of wood, so I'm thinking a Great Hall type of temple.

Spoiler (click to show/hide)

The mountainhome comes by and does their usual trading nonsense.  I make sure to grab some food and drink, to allow the dwarves to spend more time on construction.  The temple rises above and extends below.  Progress is slow, but I'm confident they'll have it done within two years.

Spoiler (click to show/hide)

Just in time.  I have them purchase the necessary raw green glass and gems from the caravan.  The glassmaker starts working immediately.

Spoiler (click to show/hide)

The temple is coming along nicely.  Not much to do except wait.  Manpower grows steadily as migrants come.  A few of the farmers dig a pit to grow some crops, along with a food silo.  Also visible here is a half-way home for the homeless, a bar for the merry, and a half-built chicken pen.

Spoiler (click to show/hide)

The glassmaker finishes his piccolo.  It's a pretty little jewel.  I'll be sure to put it in the vaults below the temple, to keep it safe.  No doubt it will become an artifact of our great clan, many years to come.

Spoiler (click to show/hide)

It's mostly made of cheap glass, but the workmanship more than makes up for it.

Spoiler (click to show/hide)

The temple is coming along nicely.

The Big D

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Re: Royal Bloodlines (Pheobus 40.24)
« Reply #14 on: February 05, 2015, 05:32:00 am »

Put me down for turn 6 if you wouldn't mind Bob. Also, as discussed in the thread below, I shall be the Cosmic Scribe who chronicles the Great Houses at the end of each turn. Bob will update the OP with the pictures :D

Fingers crossed that this results in me getting a sig :D

http://www.bay12forums.com/smf/index.php?topic=147953.0
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If it's magma resistant, mod it so it's not!
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