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Author Topic: Sabotaged Fortress (prev. Jenga Fortress)  (Read 53164 times)

Gwolfski

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Re: Sabotaged Fortress (prev. Jenga Fortress)
« Reply #240 on: May 02, 2016, 04:41:52 pm »

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

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



sorry, 2 log And  bar or 1 log and ore boulder. no trees needed, just 3x3 +1 space
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Elagn

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Re: Sabotaged Fortress (prev. Jenga Fortress)
« Reply #241 on: May 02, 2016, 07:38:31 pm »

To the new rules, I would suggest something along the lines of having the ability to enact noticeable change on the fort without migrant intervention. With what I did, nothing the poor dwarf could do would make any significant difference to anyone or anything. I would say pickaxes shouldn't be strictly necessary, but being locked in an inescapable, un-farmable room without one would be removing said ability for productivity.
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Imic

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Re: Sabotaged Fortress (prev. Jenga Fortress)
« Reply #242 on: May 03, 2016, 04:53:13 am »

Place me on the turn list. I heve made a decision. I will save the fort. Or at least try to.
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snow dwarf

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Re: Sabotaged Fortress (prev. Jenga Fortress)
« Reply #243 on: May 03, 2016, 06:54:40 am »

Oh, I did not notice it's my turn. Sorry I can't do my turn now. I'm so busy that doing a season for crychambers (my fortress) is taking me 4 real life weeks.
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Button

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Re: Sabotaged Fortress (prev. Jenga Fortress)
« Reply #244 on: May 03, 2016, 12:11:32 pm »

Oh, I did not notice it's my turn. Sorry I can't do my turn now. I'm so busy that doing a season for crychambers (my fortress) is taking me 4 real life weeks.

That's fine. Would you like to be bumped to the bottom of the list or just scratched?

Flame, you're up! Please check in by the 5th, and your turn ends on the 12th.

Place me on the turn list. I heve made a decision. I will save the fort. Or at least try to.

I put you on the list, but it seems quite unlikely that the fort will last long enough to get to you...

To the new rules, I would suggest something along the lines of having the ability to enact noticeable change on the fort without migrant intervention. With what I did, nothing the poor dwarf could do would make any significant difference to anyone or anything. I would say pickaxes shouldn't be strictly necessary, but being locked in an inescapable, un-farmable room without one would be removing said ability for productivity.

Yeah, that sounds good. The rules lawyer in me screams that "noticeable" is undefined, but like obscenity, it's easier to identify it than to define it.
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gchristopher

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Re: Sabotaged Fortress (prev. Jenga Fortress)
« Reply #245 on: May 03, 2016, 02:46:46 pm »

This is a hard concept to write rules for. How about instead of trying to pin down exactly what's permitted, outlaw any particular trick that is substantially the same as one that was already used to win. (And designate Button or someone as a judge to keep it reasonable.)

So, if the real key to the current sabotage was locking a dwarf up with no pick to die of starvation/dehydration, just ban that particular method of sabotage for future forts and when someone else comes up with a similarly unbeatable idea, ban that one, for as long as people want to keep playing new forts?
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snow dwarf

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Re: Sabotaged Fortress (prev. Jenga Fortress)
« Reply #246 on: May 03, 2016, 05:32:10 pm »

to the bottom I shall go
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Button

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Re: Sabotaged Fortress (prev. Jenga Fortress)
« Reply #247 on: May 09, 2016, 01:49:08 am »

Flame didn't check in. Linksxc?

Flame checked in a couple posts down.
« Last Edit: May 09, 2016, 03:29:31 pm by Button »
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Spriggans

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Re: Sabotaged Fortress (prev. Jenga Fortress)
« Reply #248 on: May 09, 2016, 07:48:54 am »

I downloaded the save. Just to check what was going on.
Trying to understand wth happened. Only one survivor too... You guys have been busy !


EDIT :
Alright... I got it. We have Lunatic, the dwarf, to save. He's alone on a little room with 23 drinks only.
Lunatic is not thirsty right now.

After acurate calculations, we will have death by dehydratation occuring.
If we give up all hope and drink the stock without micro-managing, dwarf will die in 2 years, 1 months and 17 days.

But with proper use of drinks forbidding (only drinking when flashing "dehydrated", increasing survival time by 42%) :
- At best Lunatic dies after 3 years, 0 months and 12 days.
- At worst, Lunatic dies after 2 years, 11 months and 24 days.

Spoiler: Maths (click to show/hide)

So... We have about two years to save him ! Time to revisit "The Martian" !

Also, according to my calculations, Elagn will not be the winer (by a mere 37 days), in fact, the player taking on the torch right now will win.
Can I have a turn ? :p
« Last Edit: May 09, 2016, 08:58:15 am by Spriggans »
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Button

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Re: Sabotaged Fortress (prev. Jenga Fortress)
« Reply #249 on: May 09, 2016, 10:12:04 am »

Can I have a turn ? :p

Sure, but you go at the bottom of the list, not the top of it :P
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Elagn

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Re: Sabotaged Fortress (prev. Jenga Fortress)
« Reply #250 on: May 09, 2016, 02:00:44 pm »

I think the math was done wrong, the dwarf will drink every 20,000 to 22,000 ticks without micromanaging, and there are 403200 ticks/year. Without micromanaging, 23 * 20,000 = 460000, a bit over one year. 23 * 22,000 = 506000, again, a little more than one year.

Micromanaging, it could be up to 75,000 ticks/drink. 75,000 * 23 = 1725000, about 4 and a quarter years. But it one waits 75,000 ticks, death by dehydration occurs, so that is the absolute ideal maximum time left.

In other words, if no micromanaging occurs, I will win, excluding migrants who manage to survive demons, ect.

With micromanaging to the extreme, there are a good number of turns left
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Gwolfski

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Re: Sabotaged Fortress (prev. Jenga Fortress)
« Reply #251 on: May 09, 2016, 02:02:31 pm »

We do have option no2: get him into tantrum, setup temple. vampire might occur..
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Larix

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Re: Sabotaged Fortress (prev. Jenga Fortress)
« Reply #252 on: May 09, 2016, 02:44:51 pm »

A drink removes 50.000 thirst units (or sets the counter to zero if less thirst has been incurred so far), so 23 drinks will remove at most 1.150.000 thirst. The dwarf will then expire 75.000 turns after that, so a total of 1.225.000, no more. Barely over three years. Ought to give several shots at getting migrants to survive.

As far as management is concerned, if it still works like in .34.11, it shouldn't be very micro:

Quote from: neblime
if he was burrowed, and the booze not included in the burrow, (seems obvious I know but just a thought) he would ignore the burrow when he got thirsty enough.
turned out to be the reason why the dwarf in this thread consumed only eight drinks in one year and didn't die of thirst.
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TheFlame52

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Re: Sabotaged Fortress (prev. Jenga Fortress)
« Reply #253 on: May 09, 2016, 03:23:28 pm »

Wait, what? Is it my turn?

Button

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Re: Sabotaged Fortress (prev. Jenga Fortress)
« Reply #254 on: May 09, 2016, 03:27:27 pm »

Wait, what? Is it my turn?

Teechnically you missed your turn. But as the guy after you hasn't said anything yet, I'll restore it.

Please have the save for us by the 16th!
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