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Author Topic: LSD - The archeologists  (Read 1673 times)

Angellus

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LSD - The archeologists
« on: March 15, 2009, 09:51:10 pm »

Hi, in another thread on the general discussion LSD's came to light, standing for Location Scenario Distibutions, these are scenario's where a person makes a world, a starting location, and embarkement choices for you.
I have made one, and am curious about other people's opinions.
Please read (and try?) this scenario I came up with, and if you plan on trying it, dont read the spoilers (why not? They spoil, duh  :)).

**********************************************************

My first map, tried to fit SolarShado's wishes:

Scenario name: The archeologists

Difficulty: normal

Scenario creator: Angellus

Map dimensions: 3x3

Scenario:
Setting out on a journey for fame, seven dwarves have found themselves in a hot desert with little trees but lots of food supplies.
This band of seven went out to dig for fossils, and where else but the dry desert would fossils be better preserved?

Upon arrival, a base camp must be made to house the mining crew and the appraiser, together they will strife for greatness! STRIKE THE EARTH!

---------------------------------------------------------------------------

Spoilers will now contain information about the map, feel free to look, but this might spoil your fun in this map...

Biome information:
Spoiler (click to show/hide)

Embarkment difficulties:
Spoiler (click to show/hide)

Embark details:
Spoiler (click to show/hide)

Starting seven info:
Spoiler (click to show/hide)

Mean things:
Spoiler (click to show/hide)

Difficulty bonus (for those that have played this scenario before and wish for more difficulty this round  :))
Spoiler (click to show/hide)

---------------------------------------------------------------------------

Last but not least I will post the link here:

http://www.megaupload.com/?d=I78Q6VXO
OR
http://dffd.wimbli.com/file.php?id=893

Have fun, and do tell me what you think of this, I will be thrilled to hear your thoughts!
If not trought the forums then trough the mail, always reachable trough
angelofgames@gmail.com
Again, have fun, and let me know what you think of it ^^.
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Creamcorn

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Re: LSD - The archeologists
« Reply #1 on: March 15, 2009, 09:54:26 pm »

Hm, looks to me like you're on to something here. I'm not really going to try playing this fort, as I have another fort running but if you keep on making more and more interesting fortress scenarios than I may have to pick one.
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"OH NO! That carp is gulping at me menacingly, even though it cannot really threaten me from here on land!  I KNOW! I'll dodge into the water, where I'll be safe!"

BirdoPrey

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Re: LSD - The archeologists
« Reply #2 on: March 15, 2009, 10:50:11 pm »

This sounds like a good idea. It could be cool if different people participated and put up scenarios for everyone. I'll be keeping an eye on this thread and considering my own.
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shadow_archmagi

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Re: LSD - The archeologists
« Reply #3 on: March 16, 2009, 05:39:20 am »

So, how do the fossils work? I guess you could treat them as gems you can't decorate with. (found in clusters in certain layers, require a professional to "clean/catalogue" them for increased value)
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Cheeetar

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Re: LSD - The archeologists
« Reply #4 on: March 16, 2009, 05:43:54 am »

You couldn't trade with them, and had to send them back to the mountain home at each trade liason? Possibly a certain quota had to be reached?
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Creamcorn

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Re: LSD - The archeologists
« Reply #5 on: March 16, 2009, 06:50:52 am »

Or you could mod in fossils into the game as gem clusters, make a whole bunch of sets for them and rename your gem cutter to a fossil cleaner.

Fossils could also be protected by massive amounts of modded HFS.
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"OH NO! That carp is gulping at me menacingly, even though it cannot really threaten me from here on land!  I KNOW! I'll dodge into the water, where I'll be safe!"

Angellus

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Re: LSD - The archeologists
« Reply #6 on: March 16, 2009, 01:00:13 pm »

Thanks a lot for all the advices, I really like the idea of using a game especially modded for the scenario :D

Unfortunately I have little modding experience, so the own-made modded worlds will have to wait for a while :)...
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Topace3k

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Re: LSD - The archeologists
« Reply #7 on: March 16, 2009, 01:07:03 pm »

Just gonna drop a link to the original thread here if no one minds.  :)

Looking forward to seeing some community fortresses based off these!
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Toady Two

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Re: LSD - The archeologists
« Reply #8 on: March 16, 2009, 05:57:17 pm »

Check out my scenario in that thread. I'm considering making a separate thread for mine like yours. And maybe a community fort.
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Sowelu

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Re: LSD - The archeologists
« Reply #9 on: March 16, 2009, 06:14:07 pm »

Just to try and head off a big pile of multiple threads for these:

Quote from: The Board
DF Community Games & Stories
Do you want to start a community/succession game or share a story? You can post here.

I like these ideas a lot, but they're probably better served being in one place...
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Angellus

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Re: LSD - The archeologists
« Reply #10 on: March 19, 2009, 05:09:04 pm »

Just to try and head off a big pile of multiple threads for these:

Quote from: The Board
DF Community Games & Stories
Do you want to start a community/succession game or share a story? You can post here.

I like these ideas a lot, but they're probably better served being in one place...
Agreed, it sounds like an promising way of distributing LSD's.
Thanks for placing a link to the original thread, I forgot  :-[
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juice

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Re: LSD - The archeologists
« Reply #11 on: March 20, 2009, 12:32:17 am »

I'm currently playing a beachside, no underground farming scenario with 7 no skill peasants and no supplies other than 2 mining picks and an axe. It's rather fun.

You start off fishing and gathering for food, then you get your above ground farms running, cooking the fish, etc... It's an interesting way to play.
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short_dwarf

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Re: LSD - The archeologists
« Reply #12 on: March 20, 2009, 12:43:12 am »

I'm currently playing a beachside, no underground farming scenario with 7 no skill peasants and no supplies other than 2 mining picks and an axe. It's rather fun.

You start off fishing and gathering for food, then you get your above ground farms running, cooking the fish, etc... It's an interesting way to play.

a fishing town :o

build a port into the sea and build makeshift boats :)
and set traps along the sides :)
(....or not that could be counterproductive)
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