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Author Topic: High-FPS Succession fortress - Quickaxe  (Read 8018 times)

A_Fey_Dwarf

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High-FPS Succession fortress - Quickaxe
« on: August 28, 2008, 02:11:04 am »

Welcome to Quickaxe, another in the long list of succession games to hit the Bay12 forums over the past few weeks. First off the rules:
  • This is to be a 1 Year = 1 turn succession game. On the spring of the next year you will hand over control to the next in line.
  • This is to be an FPS motivated fortress for all of those crappy computers out there. This means, no flowing liquids, 2x2 area, pop cap of 50 Dwarves, and all of the usual FPS saving .ini options.
  • We will be using Mephansteras's Civilization Forge Mod to add extra excitement to the game. This mod will add numerous new enemy's to lay siege to our fortress.
  • When you join and play your year it is preferred that you tell a story, however if you are low on time or have null skill in creative writing then a short summary of your turn will be fine.
  • If you can't complete your turn with-in a week then control will be handed over to the next in line

Download this version of .40c that has all of the .init options preset and the mod already installed: http://dffd.wimbli.com/file.php?id=509

Thanks go to Mephanstera for this awesome mod.

If you are willing to join please put your name down.
Participants:
  • Me (Done)
  • Echo P(Done)
  • Emperor Jonathon(skipped)
  • Guillo(skipped)
  • Bluerobin427 (done)
  • Duke 2.0(skipped)
  • Me again(now)
  • Pure_W
  • Marine King
  • Emperor Jonathon
  • open

« Last Edit: September 27, 2008, 10:54:07 pm by A_Fey_Dwarf »
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Emperor_Jonathan

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Re: High-FPS Succession fortress - NimbleAxe
« Reply #1 on: August 28, 2008, 03:25:54 am »

So, no magma?
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EchoP

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Re: High-FPS Succession fortress - NimbleAxe
« Reply #2 on: August 28, 2008, 03:29:46 am »

Sure, count me in. High FPS fortress sounds good. Adds an extra level of challenge if there is no magma.  :)
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A_Fey_Dwarf

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Re: High-FPS Succession fortress - NimbleAxe
« Reply #3 on: August 28, 2008, 03:31:39 am »

So, no magma?
That depends on the general opinion. If we do have magma, as a rule there would have to be as little flow of it as possible. That means no magma death traps.  :(

I am also wondering on the Population cap. Maybe I should allow the population to get to 80 for the sieges and then cull the population back down to an easier number like 50.
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Mohreb el Yasim

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Re: High-FPS Succession fortress - NimbleAxe
« Reply #4 on: August 28, 2008, 03:32:46 am »


  • ... and all of the usual FPS saving .ini options.
  • We will be using mephansteras's Civilization Forge Mod to add extra excitement to the game. This mod will add numerous new enemy's to lay siege to our fortress.
you don't have enemys with those ini settings, or at least you can't see them in fortress mode ...
and for fps i would propose also the nano fortres utility ... it really speeds things up and it is a real chalange to play with it ... (many need of trade)
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Mohreb el Yasim


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A_Fey_Dwarf

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Re: High-FPS Succession fortress - NimbleAxe
« Reply #5 on: August 28, 2008, 03:45:32 am »

Huh... The init options I'm talking about are Temperature, Weather and G_FPS. I won't be turning off the invaders option so I don't see how that could affect the enemies.

The nano fortress utility is a good idea, but I want a 2x2 area so that we are not as limited by the lack of ground to build on.
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Emperor_Jonathan

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Re: High-FPS Succession fortress - NimbleAxe
« Reply #6 on: August 28, 2008, 05:24:19 am »

Then I'm in.


I also suggest turning off FPS cap. (as in setting it to 10,000)
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Mohreb el Yasim

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Re: High-FPS Succession fortress - NimbleAxe
« Reply #7 on: August 28, 2008, 05:33:28 am »

Huh... The init options I'm talking about are Temperature, Weather and G_FPS. I won't be turning off the invaders option so I don't see how that could affect the enemies.

The nano fortress utility is a good idea, but I want a 2x2 area so that we are not as limited by the lack of ground to build on.

i tougth so ... becouse Invaders make les FPS ;)
1x1 is good to learn how build in levels even more if some feature like magma pool takes place ...
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Mohreb el Yasim


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Guillo

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Re: High-FPS Succession fortress - NimbleAxe
« Reply #8 on: August 28, 2008, 10:41:34 am »

I'd definitely be up for it as well. Slap me on the list
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Paulus Fahlstrom

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Re: High-FPS Succession fortress - NimbleAxe
« Reply #9 on: August 28, 2008, 11:47:40 am »

Exactly how will you be limiting the population of the fortress? I've heard of people trying this before but with limited success.
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A_Fey_Dwarf

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Re: High-FPS Succession fortress - NimbleAxe
« Reply #10 on: August 29, 2008, 12:50:28 am »

To limit the population there are options you can change in the data/init folder. In there you will have to open init.txt and scroll down to the population cap area. It is pretty easy to change from there.

I will start my turn sometime next week as I am busy over the weekend.
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Bluerobin

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Re: High-FPS Succession fortress - NimbleAxe
« Reply #11 on: August 31, 2008, 03:43:07 pm »

Hey, sounds like a good time.  Add me in if you could.  This'll be my first succession fort, but definitely not my first fort overall.
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The moment the lever was pulled, somebody's pet kitten stepped onto the bridge. I read somewhere that if a cat falls more than 11 stories, it instinctively flares its legs out to increase air resistance. This slows it down enough to stick the landing with relatively minor injuries. In Dwarf Fortress, apparently, cats don't do that.

Duke 2.0

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Re: High-FPS Succession fortress - NimbleAxe
« Reply #12 on: August 31, 2008, 04:23:47 pm »


 Sign me on. With the recent FPS steroid-like boost I can do anything!

 *Does a 12x12 fortress with extreme cliffs, flowing water, a chasm and both types of magma*

 Ow...
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A_Fey_Dwarf

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Re: High-FPS Succession fortress - NimbleAxe
« Reply #13 on: August 31, 2008, 05:11:03 pm »

I just have started my turn. Unfortunately 'Nimble' is not in the dwarf fortress dictionary. So I hereby change the name to 'Quickaxe'.
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Bluerobin

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Re: High-FPS Succession fortress - Quickaxe
« Reply #14 on: August 31, 2008, 05:56:30 pm »

Quickaxe works for me.  I think my post to get added got missed, so could I get put on?
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The moment the lever was pulled, somebody's pet kitten stepped onto the bridge. I read somewhere that if a cat falls more than 11 stories, it instinctively flares its legs out to increase air resistance. This slows it down enough to stick the landing with relatively minor injuries. In Dwarf Fortress, apparently, cats don't do that.
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