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Poll

Players/Judges: What should be done if Players haven't completed all 8 Game Years by the deadline?

1) Players will turn in their fortress as-is, at no additional penalty
- 45 (60%)
2) Players will be given a short extension, dependant on how near they are, and how many players are unfinished
- 27 (36%)
3) Players will be disquallified from scoring
- 2 (2.7%)
4) Something else (please explain)
- 1 (1.3%)

Total Members Voted: 75


Pages: 1 [2] 3 4 ... 52

Author Topic: [CONTEST] DF Masters 2: It's Over!  (Read 96182 times)

Jim Groovester

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Re: [CONTEST] DF Masters 2: Survival Challenge - Signups Are Open!
« Reply #15 on: August 18, 2009, 04:38:34 am »

Ech, I wish I could compete, but I don't think I'll be able to set the time aside for a game of DF, since school starts for me next week. By the time the competition starts, I'll probably be knee deep in responsible adult activities, dammit.

I would give my opinion on the embark, but I need to see what I'll be facing before I decide what I need.
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I understood nothing, contributed nothing, but still got to win, so good game everybody else.

skaltum

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Re: [CONTEST] DF Masters 2: Survival Challenge - Signups Are Open!
« Reply #16 on: August 18, 2009, 05:55:39 am »

i'd like to judge this time :)
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Meta

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Re: [CONTEST] DF Masters 2: Survival Challenge - Signups Are Open!
« Reply #17 on: August 18, 2009, 06:28:38 am »

I'm in, as a player.

For the starting build, as long as it has two picks and an axe, seeds, booze and meats it's okay. But I think that Solifuge must choose for us, because we'll spend the next days discussing eternally for the best one.
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Toady Two

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Re: [CONTEST] DF Masters 2: Survival Challenge - Signups Are Open!
« Reply #18 on: August 18, 2009, 06:45:49 am »

I could compete. The last season looked pretty fun. I like to have some motivation to play DF.
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Katsuun

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Re: [CONTEST] DF Masters 2: Survival Challenge - Signups Are Open!
« Reply #19 on: August 18, 2009, 07:04:40 am »

Moving around alot lately, so no time to play. I'll sign up as a judge though, I want to see how this goes.
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Quote
how would a Fortress based curse work?

Quote
Rocks fall, everyone dies.

Sans context.

Danarca

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Re: [CONTEST] DF Masters 2: Survival Challenge - Signups Are Open!
« Reply #20 on: August 18, 2009, 08:14:35 am »

SIGN ME UP SCOTTY!
May I suggest 7 picks (They're cheap), a single axe for woodcutting, 40 of each kind of seeds, 10 logs for immediate building, 20 turtles, 1 kitten and 200 booze in total with 50 spent on each kind.
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Dante`

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Re: [CONTEST] DF Masters 2: Survival Challenge - Signups Are Open!
« Reply #21 on: August 18, 2009, 09:08:53 am »

Wanna make this a doomed FUN Contest? Dump all food and replace with kittens.  You know what to do from there.
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Glacial Eidolon

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Re: [CONTEST] DF Masters 2: Survival Challenge - Signups Are Open!
« Reply #22 on: August 18, 2009, 04:23:11 pm »

Hm, though I doubt I'll win anything I may as well sign up as a player. After all, no harm could come of simply trying, no matter how terribly I fail to do anything whatsoever... which would be the most likely situation by far.

I have no suggestions for embarking, however: something moderately challenging would be best, but I'm open to anything that gets picked.

Is this using any mods? [CAT_MOUTH] or anything? Also, does it necessarily matter which version of Dwarf Fortress we are using? I'd like to use 40d14, if that is fine with the topic creator.
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Albedo

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Re: [CONTEST] DF Masters 2: Survival Challenge - Signups Are Open!
« Reply #23 on: August 18, 2009, 07:04:33 pm »

I submit my application for position of Hammerer, er judge, jury and executioner - well, whatever's closest.

I'll point out that contestants who suggest highly specific mixes are both not as helpful as might be and are more likely to be disappointed when a "balanced mix" is determined.

That is, this first mix is FAR easier to head towards...

Quote
2 miners
1 planter/farmer/brewer
1 woodcutter/carpenter
plus...
-masonry
-mechanics
-apraisal/social skills
-craftsdwarf (preferable stone/bone)

...than this one...

Quote
Dwarf 1: Competent Miner, Swimmer (just in case), Proficient least-important-craftsdwarf-skill
Dwarf 2: Mason, Carpenter, Novice Woodcutter, Proficient craftsdwarf skill
...etc...

Especially regarding supplies.  Don't forget that some world maps don't have civilizations with items like coal or bauxite, or 60 different cheap meats/fishes.  I'd suggest that you expect "less" rather than "lots" in such a case.

But I'd think the judges will listen to all requests, and then come up with a suggested middle-of-the-road offering.  If I had to suggest a mix right now, I might suggest...

* 1 anvil
* 2 picks
* 1 axe
* ~40 food
* ~80 drink (maybe 21x4 types)
* ~8 each seeds
* ~4 fire-safe stones (maybe copper ore?)
* ~5 logs
* ~4 (cheap) sacks
* 4-6 dogs
* 2 cats (kill one asap if you want, the male or female, your call.  +1 leather, +3 meals, + 1 stack of 15 bone arrows, +1 skull totem.)

For skills, most "combo's" (especially complex ones) are very personal - so I'd suggest those are avoided, perhaps w/ the exception of simple military skills (wrestle and/or axe) (purely as backup).

1 Miner
1 Mason
1 Leader (/ambusher?)
1 Craft (stone is a classic)
1 Grower
1 Cook/Brewer (a classic combo)
and 1... mechanic? carpenter? weapon/armorsmith? peasant? pure military? hmmm...

If you were to add either proficient axe or wrestler to all the 1-skill dwarves, that would round them out for this particular effort.

I'd also be tempted to include one dwarf w/ Novice Ambusher skill (the social/leader) for the free stuff- maybe.
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Katsuun

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Re: [CONTEST] DF Masters 2: Survival Challenge - Signups Are Open!
« Reply #24 on: August 18, 2009, 07:17:23 pm »

I'd also be tempted to include one dwarf w/ Novice Ambusher skill (the social/leader) for the free stuff- maybe.

Ambusher needs to be the highest skill or there's no free stuff, I'm sure. I doubt a full-time hunter from the get-go is a good idea.
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Quote
how would a Fortress based curse work?

Quote
Rocks fall, everyone dies.

Sans context.

Samus1111111

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Re: [CONTEST] DF Masters 2: Survival Challenge - Signups Are Open!
« Reply #25 on: August 18, 2009, 08:00:57 pm »

I would like to judge
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Martin

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Re: [CONTEST] DF Masters 2: Survival Challenge - Signups Are Open!
« Reply #26 on: August 18, 2009, 09:29:41 pm »

As an incentive to the players to come to consensus on embark profile, I propose that the 'Embark Now!' button be used to resolve any conflict.

nil

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Re: [CONTEST] DF Masters 2: Survival Challenge - Signups Are Open!
« Reply #27 on: August 18, 2009, 10:13:11 pm »

My ideal embark:
1 Miner
1 Mechanic / Broker
1 Mason / Carpenter
3 dwarves who each have one food skill (grower/brewer/cook) and one metalworking skill (armoror/weaponsmith/blacksmith)
Then the last one depends on the site; if I'm expecting to see any action early on it'll probably be an ambusher with some bonecarving, maybe a point or two in crowsbows.

I'll compromise though, whatever..

edit: Oh yeah, items: one anvil, one pick, and one ax, 3 dogs, 50 seeds spread between all crops (expect dimples), 25 or so turtles and the rest in drinks.
« Last Edit: August 18, 2009, 10:25:49 pm by nil »
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ein

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Re: [CONTEST] DF Masters 2: Survival Challenge - Signups Are Open!
« Reply #28 on: August 18, 2009, 11:21:21 pm »

As an incentive to the players to come to consensus on embark profile, I propose that the 'Embark Now!' button be used to resolve any conflict.

I support this plan.
I believe that makes 2 votes for this and 1 for everything else.

Albedo

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Re: [CONTEST] DF Masters 2: Survival Challenge - Signups Are Open!
« Reply #29 on: August 19, 2009, 12:27:24 am »

Ambusher needs to be the highest skill or there's no free stuff, I'm sure. I doubt a full-time hunter from the get-go is a good idea.

This is the Master Competition, Kats.  We're all up to speed on how things work, thanks.  (Except you, apparently - you're wrong, both on how it works and the "full time" assumption. ;))

I was thinking something along the lines of...

Novice Appraisal, JoI, Building Designer, & Ambusher (4 pts), and no-skill Wrestler, Axe & Marksdwarf (+6 more = 10/10).

Something in that neighborhood.  A generic leader without being too specialized. Leaves room for players to pick the moodable skill.

« Last Edit: August 19, 2009, 03:09:32 am by Albedo »
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