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Turn 17: Bearskie (FINAL)

Let's
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This!
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Total Members Voted: 0

Voting closed: August 07, 2015, 06:46:40 am


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Author Topic: // Fall of the Succession Tower: Constructivory \\  (Read 278798 times)

Bearskie

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// Fall of the Succession Tower: Constructivory \\
« on: July 30, 2015, 10:16:43 am »

Three Rings for the Black Arrow in their Church of Gold,
Seven for the Founders of this Hell, deep in their graves,
Nine for Goblin Hordes Doomed to Die,
One for Japa on his Thone, Laughing at us all,
In the Bay12 Forums where Mermaids Die,
One Rings to Rule them all, One Ring to find them,
One Ring to bring them all, and online, build a Bell,
In the Bay12 Forums where Morality Dies.



Constructivory the Succession Tower
Chapter XVII: The Fall



     Provisional Overseers List
  • Bearskie
  • TheCheeseMaker
  • DDDragoni
  • MobRules
  • Immortal-D
  • Zuglarkun
  • Japa
  • Heretic
  • DDDragoni
  • Zuglarkun
  • Immortal-D
  • Bearskie
  • Japa
  • TheImmortalRyukan
  • Sanctume
  • TheCheeseMaker
  • Bearskie

TOWER RULES
  • All buildings shall be built in/on the tower.
  • Farms must be outside the tower.
  • Every new turn, the overseer must add a MINIMUM of one z-level to the tower.
  • Try not to remove another overseer's creation unless absolutely necessary.

MORE RULES!
Spoiler (click to show/hide)

DFMA map series
TheCheeseMaker's save  [DF 40.24]


Archives


Spoiler: Library (click to show/hide)


Spoiler: Killcount Contests (click to show/hide)
« Last Edit: October 18, 2017, 08:20:43 am by Bearskie »
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Bearskie

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Re: ~ The Succession Tower ~
« Reply #1 on: July 30, 2015, 10:18:06 am »

Spoiler: Dwarf Census (click to show/hide)

Spoiler: Migrant Log (click to show/hide)

Spoiler: Rest Ye In Peace (click to show/hide)

Gallery
Spoiler: Turn 1 (click to show/hide)
Spoiler: Turn 2 (click to show/hide)
Spoiler: Turn 3 (click to show/hide)
Spoiler: Turn 4 (click to show/hide)
Spoiler: Turn 5 (click to show/hide)
Spoiler: Turn 6 (click to show/hide)
Spoiler: Turn 7 (click to show/hide)
Spoiler: Turn 8 (click to show/hide)
Spoiler: Turn 9 (click to show/hide)
Spoiler: Turn 10 (click to show/hide)
Spoiler: Turn 11 (click to show/hide)
Spoiler: Turn 12 (click to show/hide)
Spoiler: Turn 13 (click to show/hide)
Spoiler: Turn 14 (click to show/hide)
Spoiler: Turn 15 (click to show/hide)
Spoiler: Turn 16 (click to show/hide)

FAQ

Q: I'm a noob who doesn't know how to make towers!
A: You're hired.
« Last Edit: July 17, 2017, 02:05:08 am by Bearskie »
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TheCheeseMaker

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Re: ~ The Succession Tower ~
« Reply #2 on: July 30, 2015, 10:25:56 am »

Sign me up! I'll take turn 2
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As it turns out, pulling every lever in the fortress wasn't as good of an idea as it sounded like at the time.

DDDragoni

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Re: ~ The Succession Tower ~
« Reply #3 on: July 30, 2015, 11:52:48 am »

Sounds fun! I'll take a turn, if you don't mind.
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Stuff I run:
Icehold(Second Thread)
Stuff I was/am involved with:
The Succession Tower, ConstructIvory
Bonepillar                    Thunderdoom
Parallel Fortresses

MobRules

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Re: ~ The Succession Tower ~
« Reply #4 on: July 30, 2015, 12:08:08 pm »

I wouldn't mind taking a turn at this.
Logged
Ninja dragons! Protect the masterwork roasts!
Is this biome reanimating? I really don't want to know what happens when "absurd numbers of megabeasts" is combined with "reanimating biomes".

Taupe

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Re: ~ The Succession Tower ~
« Reply #5 on: July 30, 2015, 12:20:18 pm »

PTW. Can we request dwarfing? If so I'd like to claim a mason.

uber pye

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Re: ~ The Succession Tower ~
« Reply #6 on: July 30, 2015, 01:59:01 pm »

sign me up for a turn!

what happens when we run out of z-lvls?
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"Immortal" just means that you haven't killed it hard enough

X-MAS TIME!!!!!
the mad immortal child! xmas themed

Taupe

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Re: ~ The Succession Tower ~
« Reply #7 on: July 30, 2015, 02:32:57 pm »

sign me up for a turn!

what happens when we run out of z-lvls?
Channel around the tower and care a basement. Also I'll take a turn at this point

TheCheeseMaker

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Re: ~ The Succession Tower ~
« Reply #8 on: July 30, 2015, 03:04:00 pm »

If you set 'z-levels above ground' in advanced world gen to some large number like 200 or above, we should never have to worry about running out.
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As it turns out, pulling every lever in the fortress wasn't as good of an idea as it sounded like at the time.

Hiddenleafguy

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Re: ~ The Succession Tower ~
« Reply #9 on: July 30, 2015, 07:23:14 pm »

Btw the world burn.
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Immortal-D

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Re: ~ The Succession Tower ~
« Reply #10 on: July 30, 2015, 09:08:01 pm »

Oh, an architecture-based Fortress? :o  Gimme a turn and Dorf, please.

Zuglarkun

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Re: ~ The Succession Tower ~
« Reply #11 on: July 30, 2015, 09:16:43 pm »

Requesting for a turn.

Gwolfski

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    • ignore pls!
Re: ~ The Succession Tower ~
« Reply #12 on: July 31, 2015, 04:38:07 am »

me wanna turn. if we ever run out of z-levels, dfhack can add more!!!
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Eventually when you go far enough the insane start becoming the sane

Bearskie

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Re: ~ The Succession Tower ~
« Reply #13 on: July 31, 2015, 06:42:05 am »

Wowzah, what a reception :o. 9 turns signed up for already!  -tacks on a hurriedly drafted turn list to the front post-

Alright, time to get down to business.  I've generated a couple of regions looking for the perfect embark site for our tower; tweaked a couple of minor settings in worldgen, nothing too much.  The world size is 'smaller', history is only up to 50 years, minerals are at a relatively frequent 750.  The z-level cap has been increased to it's maximum: 100z's of sky.  And lastly, civilization numbers have been bumped up, meaning all sites will have human, dwarves, elves and goblin neighbours.

Right down below are 5 different embarks I've selected, in order of increasing extremeness.  Give me your opinions on them, and we'll see which one to choose!


Spoiler: Bleepin' Cold (#2) (click to show/hide)




ALSO IMPORTANT QUESTION: 3x3, 4x3 or 4x4 embark?  I'm not so sure about this, but apparently having to simulate 100 extra z-levels of sky affects the fps, so I'm leaning towards smaller embarks.
« Last Edit: June 28, 2017, 05:44:42 am by Bearskie »
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Immortal-D

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Re: ~ The Succession Tower ~
« Reply #14 on: July 31, 2015, 07:49:32 am »

Is it possible to change the sky limit post-generation?  I just don't see how we would possibly survive long enough to reach the top.  For the sake of fps, I think a sky of 50-60 would be plenty.  I'm also torn between Site 3 & 5 :-\ ..... 5.  As for embark size, I always do a minimum of 4x4.  In my experience, if you're going to have fps problems, then a few extra tiles won't make a difference; but having extra building & cavern space is worthwhile.
« Last Edit: July 31, 2015, 07:52:01 am by Immortal-D »
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