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Author Topic: Cloistergulf - The saga of succession  (Read 3015 times)

engy

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Re: Cloistergulf - The saga of succession
« Reply #30 on: April 15, 2009, 07:05:21 am »

(Got the save, I'll try and start tonight.)
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hillburra

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Re: Cloistergulf - The saga of succession
« Reply #31 on: April 16, 2009, 09:39:19 am »

looking forward to it engy


(three cheers for shameless bumps)
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'b' is different than 'x' and a Bed doesn't hold back magma as well as a Floodgate no matter how fast you type.

hillburra

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Re: Cloistergulf - The saga of succession
« Reply #32 on: April 18, 2009, 11:01:37 pm »

Have you made any progress engy?

Any progress at all?
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'b' is different than 'x' and a Bed doesn't hold back magma as well as a Floodgate no matter how fast you type.

Da King

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Re: Cloistergulf - The saga of succession
« Reply #33 on: April 22, 2009, 08:09:02 pm »

Since it has been a week and engy has yet to post anything, do you mind if I take over?
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azazel

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Re: Cloistergulf - The saga of succession
« Reply #34 on: April 23, 2009, 01:12:16 am »

Sign me up for the waiting list. First time in a succession game, but we'll see how it goes.  ;D
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マグマキッド

hillburra

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Re: Cloistergulf - The saga of succession
« Reply #35 on: April 23, 2009, 02:27:52 am »

Yeah, engy seems to have fallen off the face of dwarfdom so Da King can go ahead and play year 3
and I'll add azazel to the list

Glad this didn't just die :P
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'b' is different than 'x' and a Bed doesn't hold back magma as well as a Floodgate no matter how fast you type.

Da King

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Re: Cloistergulf - The saga of succession
« Reply #36 on: April 23, 2009, 02:56:10 pm »

So I extracted the file into the saves folder, and when it starts up I get an error that says "Missing creature body definition: CAT_MOUTH". I assume someone used the fix on the wiki to end the "cat cancels pickup item" spam. Anyway, If this is not how it was changed, can someone tell me please?

EDIT: Okay, I tried the fix for cats on the wiki, however, I got the error: "Missing reaction definition". Did I do something wrong or is there something else I must change?
« Last Edit: April 23, 2009, 03:02:44 pm by Da King »
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hillburra

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Re: Cloistergulf - The saga of succession
« Reply #37 on: April 23, 2009, 07:03:14 pm »

The game was played with the mayday version which has a bunch of changes added to the raws e.g. the cat_mouth body part, dromedary and bactrian rather than one and two humped camel.

I suggest you grab a clean install of mayday to play it, you can screw with the init to make it fit your screen, use a different tileset.

The missing reaction is most likely due to the economic stones mod he included which lets you turn on/off dwarves using all the types of stone which I assume does this by changing all stones to have nameless reaction with no effect that can't be performed

Added URL to OP for convenience
« Last Edit: April 23, 2009, 07:06:28 pm by hillburra »
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'b' is different than 'x' and a Bed doesn't hold back magma as well as a Floodgate no matter how fast you type.

azazel

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Re: Cloistergulf - The saga of succession
« Reply #38 on: April 23, 2009, 07:22:13 pm »

Anything other than economic stones mod we need to know about? Orcs? Molten Rocks? So on and so forth?
edit: just ran it in a "vanilla" captain mayday whatsitsname pack, it's working fine. didn't poke about any since I don't want to ruin the fun when it's my turn.
« Last Edit: April 23, 2009, 09:39:27 pm by azazel »
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hillburra

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Re: Cloistergulf - The saga of succession
« Reply #39 on: April 24, 2009, 03:17:12 am »

I played with molten rocks but I didn't make any thing to do with magma so it's not an issue - I think the caravan has bauxite anyway - molten rocks just changes some melting points in the raws mainly so you can make magma proof mechs and floodgates out of alunite. If you haven't used those rocks in a magma-proof setting than it doesn't affect the game in any way. If you have then someone who runs it without the molten rocks mod will just have their non-bauxite floodgates/mechanisms melt for extra fun.
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'b' is different than 'x' and a Bed doesn't hold back magma as well as a Floodgate no matter how fast you type.

Da King

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Re: Cloistergulf - The saga of succession
« Reply #40 on: April 24, 2009, 03:20:33 pm »

All right, It's finally time to start.

Diary of “Doctor Urist” VucarDesor , 1st of Granite, year 65
My labors in the treacherous fortress Cloistergulf have gone unnoticed for far too long! Finally, I have risen to control of this wasted hole in the ground! Under my leadership, Cloistergulf shall be known across the world as the pinnacle of Dwarven engineering!

Upon first inspection, it appears this fortress is very well designed for the life of the common folk. Workshops exist for every task needed for food, drink, trade, and  are very close to the required stockpiles. But where are the mechanics? Why are the forges not running? And why are our defenses so lacking?

Without enough dwarfpower, it is impossible to establish a proper military at the time, but hopefully I can construct some mechanical defenses, and begin the production of iron items.

[I like the layout of the fortress, but It lacks the deathtraps my forts are riddled with. My reign will focus on the construction of as many ridiculously complex machines and traps as possible.]

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Da King

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Re: Cloistergulf - The saga of succession
« Reply #41 on: April 24, 2009, 03:40:08 pm »

Diary of “Doctor Urist” VucarDesor , 4th of Granite, year 65
Apparently, I was incorrect, and there IS a mechanics workshop, as well as a small stockpile of 10 mechanisms. However, when I asked our local mechanic why there was a profound lack of spikes, whirling blades, and flooding rooms, (a former ruler) he told me to "bugger off" and continued to update records. I clearly can not let this important job be interrupted, so I set about constructing more workshops for the future mechanics who will surely immigrate.

But how am I supposed to get anything done with all these stray animals running about? I ordered the animals to be caged near the kennels, so my work will not be interrupted, and that blasted cat butchered.
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Hoborobo234

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Re: Cloistergulf - The saga of succession
« Reply #42 on: April 25, 2009, 02:23:47 pm »

Ok Da King hasn't posted in a while, Can I sign up? What is the population atm?
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Rather than having them directly force you to mine adamantine, I would suggest that they give you strange moods that require adamantine. "Dig out the adamantine or Urist here goes insane and dies" is suitably vicious.

(It occurs to me that you can probably get "Lovecraft" as the random name of your fortress. That's when you know you're screwed.)

Da King

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Re: Cloistergulf - The saga of succession
« Reply #43 on: April 25, 2009, 04:44:43 pm »

Does anyone know why this fort runs so slow? I have the fps cap set to 500, and the map is pretty small, but the game is only running at just above 50fps. at about 7ofps now. Still would be nice to have it above 100.


Diary of “Doctor Urist” VucarDesor , 15th of Granite, year 65
An ambush! If only we had deathtraps in place! I have sent the archers forward to deal with this menace. Run, Rigoth! Run!

Diary of “Doctor Urist” VucarDesor , 27th of Granite, year 65
The ambush was easily fought off, with only one dwarf  injured and one killed. I have promoted a hunter into the military to make up for this loss. Now that some levers are complete, the bridge will soon be able to raise and lower.

Diary of “Doctor Urist” VucarDesor , 1st of Slate, year 65
Hurrah! The bridge now can raise and lower at any time! And I ordered the 15 or so puppies milling about to be drowned.

Diary of “Doctor Urist” VucarDesor , 6th of Slate, year 65
Apparently, puppies can swim rather well. The miners are digging out a deep pit as I write.

Diary of “Doctor Urist” VucarDesor , 25th of Slate, year 65
Some migrants have arrived. They will be helpful for assembling the components to my newest project now being made at the workshops.
« Last Edit: April 25, 2009, 05:08:48 pm by Da King »
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Da King

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Re: Cloistergulf - The saga of succession
« Reply #44 on: April 30, 2009, 04:22:54 pm »

Diary of “Doctor Urist” VucarDesor , 20th  of Felsite, year 65
Progress is now rolling along smoothly. Parts for 20 pumps have been completed, the smelters and wood furnaces are running, ammunition and crossbows are being produced for 10 new marksdwarves, and fortifications are being built just along the moat. Also, the Trade depot has been moved behind the bridge for safety

Diary of “Doctor Urist” VucarDesor , 18th  of Hematite, year 65
Finally, thing have started go well around here! I have been given the respect I deserve and appointed mayor!

Diary of “Doctor Urist” VucarDesor , 22nd  of Hematite, year 65
Human Traders have arrived with a large amount of trade goods. We purchased some alcohol and a few ropes for tying more war dogs around the entrance.

Diary of “Doctor Urist” VucarDesor , 23rd  of Malachite, year 65
Negotiations with the Human guild representative commenced today. More meat, leather, metal bars, and drinks were ordered.

Diary of “Doctor Urist” VucarDesor , 25th  of Malachite, year 65
The tidal wave generator was completed and tested today.

Diary of “Doctor Urist” VucarDesor , 1st of Limestone, year 65
Autumn has come. The large ring of fortifications has been completed, and things continue to run peacefully and smoothly here at Cloistergulf. The tidal wave generator's problems were fixed, and our army is now well trained. I fear something will soon end this period of prosperity.

Diary of “Doctor Urist” VucarDesor , 12th of Limestone, year 65
Dwarven traders have arrived! A jeweler has also begun speaking in strange tongues and demanding gems, but this is the second time this has happened this year, and I am sure things will be fine.

Diary of “Doctor Urist” VucarDesor , 18th of Sandstone, year 65
Exploratory mining has begun to the north of the fortress. The mining goes well, and a copper vein has been discovered, but still no hematite. Construction of a floor above the fortress has also begun, but will likely take a very long time to complete.

Diary of “Doctor Urist” VucarDesor , 27th of Sandstone, year 65
WHY RIGOTH! WHY!!!

Diary of “Doctor Urist” VucarDesor , 4th of Timber, year 65
Things have gone back to normal after Rigoth's tragic death. Clearly precautions must be taken to prevent this from ever happening again.

Diary of “Doctor Urist” VucarDesor , 13th of Timber, year 65
Several parties of Goblin ambushers attacked the fortress. However, their efforts were in vain, and not a single Dwarven casualty was taken thanks to our mighty ever-victorious army.

Diary of “Doctor Urist” VucarDesor , 1st of Granite, year 66
And thus, a year has passed since the start of my journal. Winter passed without event, other than several attempts at thievery by the foolish goblins. AI look forward to the bright future of Cloistergulf.

[Alright, finally done. Sorry about this being a bit late, I was held up a bit by real life stuff. Anyway, I enjoyed playing this fortress for a year, and I look forward to how others will govern it.I'll have pictures and the save up later today.]
EDIT: Save is up: http://rapidshare.com/files/228301659/save.rar.html
« Last Edit: May 02, 2009, 10:06:06 am by Da King »
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