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Author Topic: Adventure mode !SCIENCE! thread.  (Read 11773 times)

nomoetoe

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Re: Adventure mode !SCIENCE! thread.
« Reply #15 on: February 23, 2016, 06:19:39 pm »

Oh my, this looks like it should be interesting, I like adventure mode !SCIENCE!. c:
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Shonai_Dweller

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Re: Adventure mode !SCIENCE! thread.
« Reply #16 on: February 23, 2016, 06:27:38 pm »

man that sounds random as hell like world gen just gave the person a kid.
like that's like asking for a night troll to kidnap your adventurer so you can finally play as one.
More people in Dwarf Fortress marry and have kids than get kidnapped by night creatures. So, yeah, it's more likely they'll die first but if you make 30 young handsome/beautiful adventurers and retire them in the biggest cities in the world, then play fortress for 50 years there's a good chance at least one of them will marry (if it's actually possible).
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Elfhater69

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Re: Adventure mode !SCIENCE! thread.
« Reply #17 on: February 23, 2016, 06:35:14 pm »

man that sounds random as hell like world gen just gave the person a kid.
like that's like asking for a night troll to kidnap your adventurer so you can finally play as one.
More people in Dwarf Fortress marry and have kids than get kidnapped by night creatures. So, yeah, it's more likely they'll die first but if you make 30 young handsome/beautiful adventurers and retire them in the biggest cities in the world, then play fortress for 50 years there's a good chance at least one of them will marry (if it's actually possible).
Or retire 50 in a small village and wait like a week. Thatd prolly work better.
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Rumrusher

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Re: Adventure mode !SCIENCE! thread.
« Reply #18 on: February 23, 2016, 06:46:57 pm »

man that sounds random as hell like world gen just gave the person a kid.
like that's like asking for a night troll to kidnap your adventurer so you can finally play as one.
More people in Dwarf Fortress marry and have kids than get kidnapped by night creatures. So, yeah, it's more likely they'll die first but if you make 30 young handsome/beautiful adventurers and retire them in the biggest cities in the world, then play fortress for 50 years there's a good chance at least one of them will marry (if it's actually possible).
why not skip the middle man and just dump 30 young adventurers into a fort and play that for 50 ingame years?
does world gen bypass relationship requirements and marry folks all willy nilly?
I also kinda trying to bypass the whole marriage part just to see if they can breed with out it.
though those experiments are kinda weird in the whole turn them into a pet so that they spend most of their lives as animals in fort mode.
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Shonai_Dweller

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Re: Adventure mode !SCIENCE! thread.
« Reply #19 on: February 23, 2016, 06:53:21 pm »

Possibly. My thinking was, higher population=higher chance of finding potential mate (assuming adventurers are actively searching). Small village in which half the population are already married and the rest are over 100 years old with a preference for mates who are bald with crooked teeth might not work as well. Unless adventurers marry each other, which'd be nice.

Both versions need to be Scienced as soon as possible!

Of course in 42.07 we'll be able to actually build our own harems and retire as many adventurers and companions as we can squeeze in. That should see some interesting results.

edit- Sure, and actually playing a love hotel fortress might be fun too. The point of the thread is to test active worldgen effects though. Broken adventurer breeding in fortress mode, might not be broken outside (and vice versa).
« Last Edit: February 23, 2016, 07:00:14 pm by Shonai_Dweller »
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Rumrusher

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Re: Adventure mode !SCIENCE! thread.
« Reply #20 on: February 23, 2016, 07:10:43 pm »

wonder do animal pets can become asexual and block off access of breeding or was that patch out?
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Uzu Bash

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Re: Adventure mode !SCIENCE! thread.
« Reply #21 on: February 23, 2016, 07:27:29 pm »

Of course in 42.07 we'll be able to actually build our own harems and retire as many adventurers and companions as we can squeeze in. That should see some interesting results.
Yeah, you really need someone to come back and roll the camera for that season of Big Brother.
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Amperzand

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Re: Adventure mode !SCIENCE! thread.
« Reply #22 on: February 24, 2016, 05:19:00 am »

I approve.
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Untrustedlife

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Re: Adventure mode !SCIENCE! thread.
« Reply #23 on: February 24, 2016, 04:36:32 pm »

WOnt have time tonight to do part 2 of the experiment, but ill get to it tomorrow
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IndigoFenix

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Re: Adventure mode !SCIENCE! thread.
« Reply #24 on: February 25, 2016, 12:25:35 am »

wonder do animal pets can become asexual and block off access of breeding or was that patch out?

Animals can still be gay or asexual, but they no longer require marriage to reproduce.

Rumrusher

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Re: Adventure mode !SCIENCE! thread.
« Reply #25 on: February 25, 2016, 02:00:14 am »

wonder do animal pets can become asexual and block off access of breeding or was that patch out?

Animals can still be gay or asexual, but they no longer require marriage to reproduce.
BOOOM all the proof I need to keep going with project Olon toolpalace 2.
though remembering my past experiments I wonder if I can time the pregnancy just right that you could end up having the baby while your out exploring the world.
then again that bound to lead to horrible baby accidents like "baby falling to their death after being born because it pop out while mom was jumping over a cavern."
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Max™

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Re: Adventure mode !SCIENCE! thread.
« Reply #26 on: February 25, 2016, 10:14:13 am »

Mother climbs mountain, slips and has to grab the wall while falling, baby pops out, falls 15 z and explodes.
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Droggarth

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Re: Adventure mode !SCIENCE! thread.
« Reply #27 on: February 25, 2016, 01:59:02 pm »

Mother climbs mountain, slips and has to grab the wall while falling, baby pops out, falls 15 z and explodes.

Well, that's one way to do an abortion. Better late than never, eh?
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Sanctume

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Re: Adventure mode !SCIENCE! thread.
« Reply #28 on: February 25, 2016, 05:50:00 pm »

The most adventure mode I've done is macro create a demigod with stats I'd like to see in my fortress.  Make a few dozen of these and retire immediately.  Then start fortress mode, and I get get some demi-god  migrants within the next 2 years. 

Perhaps the next step is to try some fortress Eugenics program to increase the chance to have the demi-god migrants to marry; and upon which change pop cap and child cap for the fortress.

Retire fortress, then play that adventurer to see?

Rumrusher

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Re: Adventure mode !SCIENCE! thread.
« Reply #29 on: February 25, 2016, 06:43:54 pm »

Mother climbs mountain, slips and has to grab the wall while falling, baby pops out, falls 15 z and explodes.
then gets maul by wolves.

oh yeah I probably should report that adventurers can hold grudges with other civilians so if they can hate another dwarf what's stopping them from falling in love with one?
edit: okay started a 06 Adv pet breeding farm, this time instead of cats it's ducks hopefully this cuts down the incubation time. transformed 2 dwarf adventurers into ducks and hope the rest of the fort doesn't mutate as well.
incase that happens I moved in a single goblin to the place.
« Last Edit: February 25, 2016, 07:40:17 pm by Rumrusher »
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I thought I would I had never hear my daughter's escapades from some boy...
DAMN YOU RUMRUSHER!!!!!!!!
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Adventure in baby making!Adv Homes
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