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Author Topic: Sabotaged Fortress (prev. Jenga Fortress)  (Read 53148 times)

Larix

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Re: Sabotaged Fortress (prev. Jenga Fortress)
« Reply #225 on: May 01, 2016, 02:44:32 am »

If there are still 20+ units of drink, you can stretch the amount (by burrows/temporary forbidding and only allowing the dwarf to drink when badly dehydrated) to about two years and a half.

Even if there's nothing productive to be done, the fall can be postponed into the third year. So by default, i'd say the next player in line wins.

Rule amendment suggestion: the save must contain at least one dwarf accepting work orders (not insane/child/in a mood...) and they must have access to a pick. A pick-immune bunker is probably possible, but at least it should take more effort.
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TheBiggerFish

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Re: Sabotaged Fortress (prev. Jenga Fortress)
« Reply #226 on: May 01, 2016, 06:48:43 am »

Hey, if the migrants hurry, they miiiiiiight survive so the fort isn't dead yet.
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Gwolfski

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Re: Sabotaged Fortress (prev. Jenga Fortress)
« Reply #227 on: May 01, 2016, 07:14:32 am »

can we got a picture of the trapped dorfs are?
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Elagn

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Re: Sabotaged Fortress (prev. Jenga Fortress)
« Reply #228 on: May 01, 2016, 11:34:19 am »

I dont know how to post pictures, and I did post the save. It is up. It should be someone elce's turn now.
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Gwolfski

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Re: Sabotaged Fortress (prev. Jenga Fortress)
« Reply #229 on: May 01, 2016, 12:13:12 pm »

I dont know how to post pictures, and I did post the save. It is up. It should be someone elce's turn now.
where's the save?
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Elagn

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Re: Sabotaged Fortress (prev. Jenga Fortress)
« Reply #230 on: May 01, 2016, 12:51:51 pm »

On the previous page, with the mini update about the zinc artifact. I posted it yesterday.
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gchristopher

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Re: Sabotaged Fortress (prev. Jenga Fortress)
« Reply #231 on: May 01, 2016, 02:49:57 pm »

If there are still 20+ units of drink, you can stretch the amount (by burrows/temporary forbidding and only allowing the dwarf to drink when badly dehydrated) to about two years and a half.
Haha, I was avoiding posting that because I didn't want to spoil it.
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Sanctume

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Re: Sabotaged Fortress (prev. Jenga Fortress)
« Reply #232 on: May 01, 2016, 04:44:26 pm »

Quote
No throwing the game/intentionally losing. Even if everything seems hopeless.

You can remove the food stockpile designation, and food will rot sooner.  That is not the same as forbidding food for intentional losing.
So this would be a technical death from incompetence instead.

Button

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Re: Sabotaged Fortress (prev. Jenga Fortress)
« Reply #233 on: May 02, 2016, 09:41:02 am »

How about some point system next time? 

<snip>

Seems a bit convoluted.

If there are still 20+ units of drink, you can stretch the amount (by burrows/temporary forbidding and only allowing the dwarf to drink when badly dehydrated) to about two years and a half.

Ooh, I didn't think of that! Take note, Snow Dwarf or Flame!

Quote
Rule amendment suggestion: the save must contain at least one dwarf accepting work orders (not insane/child/in a mood...) and they must have access to a pick. A pick-immune bunker is probably possible, but at least it should take more effort.

A pick-immune bunker is easier than you'd think. But specifying that at least one living dwarf must be accepting orders is a good idea and I'll add it to the list for next time.

Quote
No throwing the game/intentionally losing. Even if everything seems hopeless.

You can remove the food stockpile designation, and food will rot sooner.  That is not the same as forbidding food for intentional losing.
So this would be a technical death from incompetence instead.

I disagree. I left "No throwing the game/intentionally losing" vague so that it would cover pretty much anything. It's supposed to act as a counter to just this sort of situation, where a player wants to spite the player that came before them rather than trying to actually win. I just hadn't anticipated such a spite-worthy strategy!



Snow Dwarf, you're up! You have until 5/4 to check in with the thread, and until 5/11 to finish the turn.
« Last Edit: May 02, 2016, 09:50:09 am by Button »
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Sanctume

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Re: Sabotaged Fortress (prev. Jenga Fortress)
« Reply #234 on: May 02, 2016, 10:19:34 am »


Quote
No throwing the game/intentionally losing. Even if everything seems hopeless.

You can remove the food stockpile designation, and food will rot sooner.  That is not the same as forbidding food for intentional losing.
So this would be a technical death from incompetence instead.

I disagree. I left "No throwing the game/intentionally losing" vague so that it would cover pretty much anything. It's supposed to act as a counter to just this sort of situation, where a player wants to spite the player that came before them rather than trying to actually win. I just hadn't anticipated such a spite-worthy strategy!


Not really out of spite, but it is only perceived as when Elagn wrote his truth version.  It only brought scrutiny when Elagn shared this info.  The chess pieces came down to 1 dwarf and limited outcome from death within a year, and prolonged to maybe 2.5 years instead of exactly within 2 years.

If there is a way to make a temple to a vampire / immortal god, make a furniture (statue?) and when the surviving dwarf go insane/berzerk and destroy the statue, maybe gets cursed for eternal life of a vampire or were-something that cures hunger and dehydration forever...





Gwolfski

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Re: Sabotaged Fortress (prev. Jenga Fortress)
« Reply #235 on: May 02, 2016, 10:22:42 am »

statue and insane/berserk dorf
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Button

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Re: Sabotaged Fortress (prev. Jenga Fortress)
« Reply #236 on: May 02, 2016, 11:54:48 am »

How's this for the rule for next time: "The last straw/final catastrophe can't happen on your own turn."?
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Sanctume

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Re: Sabotaged Fortress (prev. Jenga Fortress)
« Reply #237 on: May 02, 2016, 12:27:28 pm »

How's this for the rule for next time: "The last straw/final catastrophe can't happen on your own turn."?

Thinking out loud.  When does it become a final straw?

Digging the tile that opens the circus. - That's a final straw.

However, digging that tile, with a raised bridge to block further circus entry is ok, since the doom is contained? 
And so, hoping other players pull a lever, or walk over/set mechanically a pressure plate that eventually triggers the raising of said bridge?  This is legit strat.

--

I go back to my play.  Start of turn, a cave in of an 11x11 room just happened on the last day it seems, because the dusts and even some dwarfs are still z+1 thrown up and about to land for some damage on 1st day of spring. 

Could have been a final straw, but some survived with injuries, and  some unscathed to tend/move the wounded. 

Would have severely crippled or dead if I did not secure water which was outside through some weird rain (used traffic restrictions and burrow to minimize pathing over the rain goo).

Zero wood stock and zero buckets would have further lessen the chance to survive.  There is plenty of wood in the northwest, but it is soaked with the goo that blisters body parts.

--

I guess my point is, my starting scenario had options to turn the tides, or at least seems like there's a chance. 

Whereas a dorf trapped with just food and no tools does not leave the next player to "play"

I mean, even a single pick challenge is a more hopeful starting scenario.

Gwolfski

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Re: Sabotaged Fortress (prev. Jenga Fortress)
« Reply #238 on: May 02, 2016, 01:49:56 pm »

all you need is a log and a fireproof toolmat bar.
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Button

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Re: Sabotaged Fortress (prev. Jenga Fortress)
« Reply #239 on: May 02, 2016, 02:15:48 pm »

all you need is a log and a fireproof toolmat bar.

(you need slightly more if your embark is on treeless biome)

How's this for the rule for next time: "The last straw/final catastrophe can't happen on your own turn."?

Thinking out loud.  When does it become a final straw?

Digging the tile that opens the circus. - That's a final straw.

However, digging that tile, with a raised bridge to block further circus entry is ok, since the doom is contained? 
And so, hoping other players pull a lever, or walk over/set mechanically a pressure plate that eventually triggers the raising of said bridge?  This is legit strat.

Agreed.

Quote
Would have severely crippled or dead if I did not secure water which was outside through some weird rain (used traffic restrictions and burrow to minimize pathing over the rain goo).

I was surprised you went for the murky pools instead of tapping a cavern lake.

Quote
I guess my point is, my starting scenario had options to turn the tides, or at least seems like there's a chance. 

Whereas a dorf trapped with just food and no tools does not leave the next player to "play"

Yeah, that'd be the spirit of the last straw rule.

Though honestly, I'm totally ok with last straw actions that are exciting. It's "sit back and watch the game play itself for a year and then I win" that bothers me.
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