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Author Topic: Spite of Armok Succession Fortress  (Read 1558 times)

Zanzetkuken The Great

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Spite of Armok Succession Fortress
« on: April 04, 2016, 11:41:06 pm »

This is currently a mere interest check for a succession fortress at the current time that utilizes a slight twist.  Three specific things are to be done to make the world we will spawn into what may make this one of the most difficult fortresses to survive within.

First, there will be the condition that the dwarves are only allowed to seal themselves up to prevent weather from the evil biome from entering the fortress.  At all other times, there must be a path into the fortress.  As if that would not provide enough of a challenge, the world generation settings will be setup in such a way that there are more megabeasts than there are land tiles, resulting in multiple stacking up on the same tile as seen here.  Finally, the raw files will be modified to have all civilizations constantly hostile with each other by adding item thief to the humans and child snatcher to the elves, as well as all animals being made to be hyper agressive by adding the Prone to Rage, Likes Fighting, and Crazed creature tags to them.

Anyone interested in taking a turn to see how long we would be able to allow a succession fortress to last within this monster of a world?
« Last Edit: April 05, 2016, 11:20:34 am by Zanzetkuken The Great »
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Spriggans

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Re: Spite of Armok
« Reply #1 on: April 05, 2016, 02:47:51 am »

At all other times, there must be a path into the fortress

What does that mean ? No doors and no bridges no where ? Or just like no doors/bridges so beasts can access corridors; but we can still use doors for rooms ?

Anyone interested in taking a turn to see how long we would be able to allow a succession fortress to last within this monster of a world?

I could take a turn. If the Fun is manageable :)
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Amperzand

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Re: Spite of Armok
« Reply #2 on: April 05, 2016, 03:44:19 am »

This sounds interesting. I'm unlikely to have time for a turn in the near future, but I'd certainly like to read the annals of this deliberate attempt at !!fun!!.
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Zanzetkuken The Great

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Re: Spite of Armok
« Reply #3 on: April 05, 2016, 11:20:14 am »

At all other times, there must be a path into the fortress

What does that mean ? No doors and no bridges no where ? Or just like no doors/bridges so beasts can access corridors; but we can still use doors for rooms ?

Bridges are only allowed to seal off sections of the fort to prevent evil weather from taking the whole place.  At all other times, they need to be lowered/extended to allow entities to pass through it.  Doors can be used anywhere, but cannot be layered with multiple doors in a row, due to the building destroyer error with them.
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Gwolfski

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Re: Spite of Armok Succession Fortress
« Reply #4 on: April 05, 2016, 11:41:59 am »

What about caverns?
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Zanzetkuken The Great

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Re: Spite of Armok Succession Fortress
« Reply #5 on: April 05, 2016, 12:03:54 pm »

What about caverns?

Rule is going to be that breaches cannot be sealed after the fact.  In order to allow innate access, I'm going to have the embark site over a cave which has the settings cranked up to max so all caverns are open at the start.  While it will later be extremely dangerous, it might be able to serve as an initial bolt hole.  At very least because the surface would be that much worse.
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Zanzetkuken The Great

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Re: Spite of Armok Succession Fortress
« Reply #6 on: April 06, 2016, 02:44:25 pm »

So, modifying the files in the way I listed wound up making the number of events increase by twenty-five the amount of events go through a regular world, at the least.  By roughly year 50, the event total is roughly at half a million on one world and near a million in another.  World-gen is going to be fairly short.
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Dunamisdeos

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Re: Spite of Armok Succession Fortress
« Reply #8 on: April 08, 2016, 08:13:32 pm »

PTW
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TheBiggerFish

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Re: Spite of Armok Succession Fortress
« Reply #9 on: April 09, 2016, 09:35:16 am »

PTW
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