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Author Topic: Quest: Above-water Mega-Fortress  (Read 9286 times)

The Scout

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Re: Quest: Above-water Mega-Fortress
« Reply #60 on: January 18, 2010, 09:11:39 am »

Can you upload a save of the fort for the ones to lazy to do this.
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Lost Requiem

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Re: Quest: Above-water Mega-Fortress
« Reply #61 on: January 18, 2010, 09:40:42 am »

I do farm, but it's not on the lake. Look at the VF map I posted. See that small patch of land walled off on the Southern end? That's my farm plot. I don't really know what you did to get the no seeds notification despite having seeds.

Oh yes, I tried to plant sunberries, but I'm not in a Good biome. Fucking Biomes. Fucking elves.


in addition to their usual junk, plus two no-quality wooden short swords and a no-quality spear)

Why did you repeat the same thing?

« Last Edit: January 18, 2010, 09:55:21 am by Lost Requiem »
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Urist Imiknorris

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Re: Quest: Above-water Mega-Fortress
« Reply #62 on: January 18, 2010, 09:43:03 am »

Because crappy wooden weapons are a sparring partner's best friend.

EDIT: I can't believe nobody has already asked this, but can you post the worldgen info?
« Last Edit: January 18, 2010, 10:03:52 am by Urist Imiknorris »
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TKGP

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Re: Quest: Above-water Mega-Fortress
« Reply #63 on: January 18, 2010, 10:00:13 am »

I think it'd be neat if you made some attempts to make it look supported, like building some horizontal pylons to the land. Obviously this doesn't make a difference in terms of gameplay, but I think stuff like that looks cool.
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Lost Requiem

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Re: Quest: Above-water Mega-Fortress
« Reply #64 on: January 18, 2010, 01:44:36 pm »

me post the worldgen info for my fortress? How do I do that? I'm still quite new to this game.
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jokermatt999

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Re: Quest: Above-water Mega-Fortress
« Reply #65 on: January 18, 2010, 01:51:29 pm »

Escape > export local image > export images.

Enjoy!

(Deja vu anyone?)
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Lost Requiem

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Re: Quest: Above-water Mega-Fortress
« Reply #66 on: January 18, 2010, 02:12:24 pm »

Oh, that.

Is there any way to cut down the file size of the .bmp? Remember I'm on a 8x16 embark region. Do you have any idea how large the file size is for that?

Spoiler (click to show/hide)
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jokermatt999

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Re: Quest: Above-water Mega-Fortress
« Reply #67 on: January 18, 2010, 02:26:01 pm »

Uhh, it should output a textfile with world gen parameters. Check your folder again.
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Lost Requiem

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Re: Quest: Above-water Mega-Fortress
« Reply #68 on: January 18, 2010, 04:05:54 pm »

Oh yes, that.

Spoiler (click to show/hide)
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CobaltKobold

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Re: Quest: Above-water Mega-Fortress
« Reply #69 on: January 18, 2010, 05:24:47 pm »

225 MB each. O___O

I don't think that would be good for the bandwidth of DFMA
Is why you're s'posed to use the compressor first, silly.
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Lost Requiem

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Re: Quest: Above-water Mega-Fortress
« Reply #70 on: January 18, 2010, 05:25:51 pm »

I tried to. It didn't accept the file. Said something was corrupted in it.
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Lost Requiem

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Re: Quest: Above-water Mega-Fortress
« Reply #71 on: January 22, 2010, 10:20:30 pm »

Ok, I figured out the problem with the map compressor now, so I'll be able to post the fortress when it's completed.

Entering year 9 now. Three more soldiers have been added to the army, so it stands like this.

Butcher Pete = Axedwarf
Gatling Crossbow = Elite Marksdwarf (He leveled during a siege <_<)
Sniper = Marksdwarf
Gungnir = Recruit Speardwarf
Wrasslor = Wrestler

They all wear at least chainmail-level equipment.

As for the fortress, my entire focus is now on the last of the civilian residential zone. The first building is done, and the second is halfway done. I just need to fix a few mistakes in the design next winter on the first floor, add in the second floor floors and walls, and then finish it off with the roof. My Countess somehow pumped out another child (100 pop cap, 120 fucking dwarves!!!), so my chance for revenge is on pause for another 13 years -_-
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Ubiq

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Re: Quest: Above-water Mega-Fortress
« Reply #72 on: January 23, 2010, 02:59:14 am »

Population cap just means that you won't get any more non-Noble immigrants after you pass that number; it doesn't mean that the second you hit 100 dwarves, an immigration wave will stop or that they'll stop having kids. That's because dwarves will continue to have children until they hit the first number listed in the [BABY_CHILD_CAP:100:1000] entry in the Init file.

If you set it to 0 or the current number of kids in the fort, your dwarves will stop having children. Well, unless any of your current dwarves are pregnant, in which case they'll have those children, but not any further ones until you change the number again.
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Lost Requiem

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Re: Quest: Above-water Mega-Fortress
« Reply #73 on: February 01, 2010, 06:29:13 pm »

(Plays The Washington Post march)

Now I celebrate the 10 year birthday of Basementcraze! Wooo!

I have some big news. The residential district is nearly completed, and I've already started construction on the military barracks. Once that is completed, I will work on the main tower, starting with the second floor; mistakes will be easier to correct that way.

Bad news as well. A Dragon invaded my fortress as an uninvited guest, and killed 7 people before it ran into my traps, as well as scorching the landscape. Now one of the dwarves is burning for all eternity in his grave (he was buried while he was still on fire. Halfway into the year, he's still burning.) I also lost two dwarves to the lake when the ice thawed.

Let's try to complete this project before the next update arrives, ja?
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Maulrus

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Re: Quest: Above-water Mega-Fortress
« Reply #74 on: February 01, 2010, 09:44:55 pm »

This is awesome. I'm a pretty nooby player (in ideal conditions, something goes catastrophically wrong at about 80 dorfs), and this is the kind of thing that inspires me to keep on with it so eventually I'll be able to waste dorf lives doing something this awesome.
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