Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 4 5 [6] 7 8 ... 14

Author Topic: New Survival Contest (drawing to a close)  (Read 20972 times)

kilakan

  • Bay Watcher
    • View Profile
Re: New Survival Contest (running now, more players welcome, see pg1)
« Reply #75 on: October 10, 2009, 08:55:08 am »

I've officially cleared the bottomless pit, and now have cave spider silk production in full swing, no GCS though damn.
Logged
Nom nom nom

TauQuebb

  • Bay Watcher
    • View Profile
Re: New Survival Contest (running now, more players welcome, see pg1)
« Reply #76 on: October 10, 2009, 09:51:06 am »

Year 1 is over, struggled with Beak Dogs and lack of migrants, still only have 7.

Logged

The Architect

  • Bay Watcher
  • Breeding supercows. What I've been doing on DF.
    • View Profile
Re: New Survival Contest (running now, more players welcome, see pg1)
« Reply #77 on: October 10, 2009, 10:40:23 am »

Hey, you can declare yourself out of the running if you feel your fortress failed to survive if you like, but the point is that it's a "Survival" game. Tip:always dig your wells underground, and if you can't manage one then fill a cistern before winter. Too late now, I know.
I didn't quit when my miners and woodcutter sank to the bottom of a lake with all their tools, and my fort is sitting near 1mil coming to the close of year 3. If I could only get a few more migrants (barely avoiding crop rot etc as it is, always 0 idlers), year 4 will see a 2mil total easily.

It's very flattering to have someone offer 40000☼ for a nice stack of meals, not even enough to share amongst their own caravan. However, in the interest of the food award and keeping Imported wealth high, traded them a pile of goblin crap for everything they had, instead.

Some people will have even worse luck than I did, like TQ. However remember it was supposed to be MUCH more difficult than this. The only real disadvantage that this map shares with a "real" Terrifying is that with the high Evil, moods tend to be Possessed even when all dwarves are Ecstatic, as all 4 of my moody dwarves have been. If they were fey or secretive, would be up to 3-4mil value by now (from the goods they crafted afterward, not the artifacts)

We are supposed to be hunted by undead elephants, zombified great eagles, and much worse things!
Logged
Dwarf Fortress: where blunders never cease.
The sigs topic:
Oh man, this is truly sigworthy...
Oh man. This is truly sig-worthy.

The Architect

  • Bay Watcher
  • Breeding supercows. What I've been doing on DF.
    • View Profile
Re: New Survival Contest (running now, more players welcome, see pg1)
« Reply #78 on: October 10, 2009, 10:52:14 am »

Oh yea, will update everyone in a little bit. Cool that kilikan cleared the pit! I killed a few trolls and closed it up, too many better things for my dwarves to do. Didn't know that (T)rolls have blue blood! My pit is clearing itself; a bunch of Caveswallow-men killed everything else in it (flying up and down between levels, generating an assload of miasma for about a year) and all got names. Will be cool when they show up as "notable kills" on my champions' kill lists.

Giant Eagle Tallow Roast, Masterful, base value 12876. Cook's only at Adept, too. Imagine if he'd used the Sunshine and Syrup to go with it.
« Last Edit: October 10, 2009, 11:26:54 am by The Architect »
Logged
Dwarf Fortress: where blunders never cease.
The sigs topic:
Oh man, this is truly sigworthy...
Oh man. This is truly sig-worthy.

barconis

  • Bay Watcher
    • View Profile
Re: New Survival Contest (running now, more players welcome, see pg1)
« Reply #79 on: October 10, 2009, 11:06:15 am »

Wow, that's some expensive food. I bow to the skills of your iron Chefs. I had no idea meals were so valuable. Most of my wealth is probably coming from stone crafts, since I got a legendary from the first mood. (I've had two other moods, both possessed, giving me a cheap 5k copper mace and an 80k steel grate. At least I can display the grate somewhere convenient.)

Mostly a quiet year. Two small waves of immigrants, one ambush that cost me my ranger, some other assorted creature fighting. Silk industry running, maggot ranch just barely started.

Logged

The Architect

  • Bay Watcher
  • Breeding supercows. What I've been doing on DF.
    • View Profile
Re: New Survival Contest (running now, more players welcome, see pg1)
« Reply #80 on: October 10, 2009, 11:29:52 am »

It helps when you can come up with costly ingredients, and the Dwarves happen to be offering 196% for prepared meals this year. Since we are competing for wealth, and since wealth looks good, and it draws people and nobles to your fortress, selling goblin armor is better (doesn't deplete your value, as it doesn't count toward it while you have it).

Food production is out of control! I have unbelievably good growers and not enough of the production workers to process it all. 363 sunshine berries last time i glanced and over 500 Sunshine. No loss of productivity or mood over alcohol! With the way things are set up, half the fortress could die and rot in the hallway and the rest would remain ecstatic!

Have some new theories to propose thanks to this game.
One being that no parties occur if you don't let your dwarves idle (hell, I haven't seen one in two years, and the only time dwarves stop working is to take their breaks, sleep, and eat.
The second is that high Evil causes Possessed mood, which is not even proposed on the Wiki afaik, and at the moment it says something along the lines of "It is unknown whether Possessed moods are due to something controllable."
« Last Edit: October 10, 2009, 11:34:32 am by The Architect »
Logged
Dwarf Fortress: where blunders never cease.
The sigs topic:
Oh man, this is truly sigworthy...
Oh man. This is truly sig-worthy.

The Architect

  • Bay Watcher
  • Breeding supercows. What I've been doing on DF.
    • View Profile
Re: New Survival Contest (running now, more players welcome, see pg1)
« Reply #81 on: October 10, 2009, 02:45:46 pm »

Oh yea, Barconis, what year is that?
Logged
Dwarf Fortress: where blunders never cease.
The sigs topic:
Oh man, this is truly sigworthy...
Oh man. This is truly sig-worthy.

kilakan

  • Bay Watcher
    • View Profile
Re: New Survival Contest (running now, more players welcome, see pg1)
« Reply #82 on: October 10, 2009, 02:47:48 pm »

I've had 5 weddings and not once has the wedded couple chosen to have a party,  it always says they decided to forgo and formal celebrations!
Logged
Nom nom nom

The Architect

  • Bay Watcher
  • Breeding supercows. What I've been doing on DF.
    • View Profile
Re: New Survival Contest (running now, more players welcome, see pg1)
« Reply #83 on: October 10, 2009, 03:05:31 pm »

If you were in the weddings, maybe they just didn't want you to meet their friends/family too up close and personal? :-P

Everyone is updated to the best of my ability to interpret the information. When making kill counts, please remember it's only savage creatures (as few as there are) and don't throw hoary marmots, goats, dark gnomes, etc into your count.

Highly disappointed in my 5 Possessed dwarves, and in EVERY instance a dwarf crafting something that would have made him extremely useful to me. (blacksmith made a barrel, fisher made an earring, Peasant made a coffer, mechanic made a mechanism. I could go on.)
Logged
Dwarf Fortress: where blunders never cease.
The sigs topic:
Oh man, this is truly sigworthy...
Oh man. This is truly sig-worthy.

kurokikaze

  • Bay Watcher
  • Man of the black wind
    • View Profile
    • Mechanical World
Re: New Survival Contest (running now, more players welcome, see pg1)
« Reply #84 on: October 10, 2009, 05:10:22 pm »

Played to mid-summer, lost a dwarf to harpies (killed them though). Right now i'm filling the cistern for winter and building siltstone walls around the camp.
Logged
It's black as pitch 'cause we're trapped by our violent souls
In a deep mine, where deep rhymes won't keep my self-control
Too many foes, we feel snakebit, and we won't take it
Enemies need their face hit, we goin' ape shit!

Tack

  • Bay Watcher
  • Giving nothing to a community who gave me so much.
    • View Profile
Re: New Survival Contest (running now, more players welcome, see pg1)
« Reply #85 on: October 10, 2009, 05:32:15 pm »

I guess then - I've failed. I got into the uber tantrum spiral and died. The last surviving member was a baby... who died.
Logged
Sentience, Endurance, and Thumbs: The Trifector of a Superpredator.
Yeah, he's a banned spammer. Normally we'd delete this thread too, but people were having too much fun with it by the time we got here.

Goron

  • Bay Watcher
    • View Profile
Re: New Survival Contest (running now, more players welcome, see pg1)
« Reply #86 on: October 10, 2009, 05:43:47 pm »

I will give the challenge a try...
I am a little confused ont he location though, the screenshot of the start location is NOT 4x4 like the wiki page says... Should I still go 4x4 or make it bigger? My finder came up with only two tiles on the river (top right and one beneath it)

Is that right?

sarack

  • Bay Watcher
  • We need a slogan!
    • View Profile
Re: New Survival Contest (running now, more players welcome, see pg1)
« Reply #87 on: October 10, 2009, 05:48:42 pm »

Look at this picture:
Spoiler (click to show/hide)
Now tell me: what is that champion doing? He's only a novice armourdwarf, so maybe that explains his inability to WEAR SHOES ON HIS FEET.
Logged
For the horse, though, it's possible that wild horses migrated in, knocked her up, and migrated off.
Did they even call afterward?

barconis

  • Bay Watcher
    • View Profile
Re: New Survival Contest (running now, more players welcome, see pg1)
« Reply #88 on: October 10, 2009, 05:57:22 pm »

Oh yea, Barconis, what year is that?

That's the start of year 3, so two years completed.
Logged

Zifnab

  • Bay Watcher
    • View Profile
Re: New Survival Contest (running now, more players welcome, see pg1)
« Reply #89 on: October 10, 2009, 06:18:07 pm »

Just finished year 1.  I was expecting a few more evil things or undead, so spent a lot of my time digging entrance tunnels, trap systems, and building massive fortifications.  So far 3 beak dogs and 3 harpys have shown up.  Also some mountain goats, but they are hardly terrifying.  29000 total fortress wealth, 3 harpy kills by my legendary miner.  Took him about 2 seconds to tear them into 20 pieces.  So far no migrants, but the mining on the entrance hall is done, so its time to clear the pool.
Logged
Pages: 1 ... 4 5 [6] 7 8 ... 14