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Author Topic: 2010 Challange: Deep Dwarves  (Read 5483 times)

it_is_coming

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Re: 2010 Challange: Deep Dwarves
« Reply #15 on: April 06, 2010, 01:04:08 am »

Then, once everything's nice and stable,
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Imagine the datascape of the future, where digital archaeologists, scouring the uninhabited and long-abandoned corners of the supernet, uncover our creations (save folders) and hopefully the means to appreciate them in our context (a DF installation).

And that ... that is immortality.

SmokedRWA

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Re: 2010 Challange: Deep Dwarves
« Reply #16 on: April 06, 2010, 01:34:33 am »

Finally hit the largest upper z-level of a very large cavern while building my spiral ramp for my trade depot. Currently cleaning up the area of stone columns and setting up cage traps at choke points and rampways. Starting to get swarmed by Elk Birds who are kind enough to offer themselves to my woodcutters axe and bolster my food supplies. Also there are GCS webs surrounding the entire area, so either they're are loads of them on the outskirts or one is about to pop up in the middle of my dorfs.

Love the OP's pictures btw, remind me of duergar which is why I felt so compelled to take up this challenge.
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Azkanan

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Re: 2010 Challange: Deep Dwarves
« Reply #17 on: April 06, 2010, 08:43:02 am »

Love the OP's pictures btw, remind me of duergar which is why I felt so compelled to take up this challenge.

Duegar they be.

In fact, I believe I should make a mod where Drow, Duegar, Svirfneblin, Mind Flayers and so on... Everybody just knows they want to run into Hook Horrors and Rothes.
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Tally

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Re: 2010 Challange: Deep Dwarves
« Reply #18 on: April 06, 2010, 11:34:29 am »

Mod in an attack for the mindflayers: Psychic attack.

It's like a natural ranged attack.

Unfortunately, brain sucking would be difficult or impossible to mod in, to my knowledge. Doesn't stop you from having the mouth tentacles as limbs. Perhaps even attacking ones if you desire more Fun.
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Azkanan

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Re: 2010 Challange: Deep Dwarves
« Reply #19 on: April 07, 2010, 05:35:09 am »

I wish I could get around to that... I have like, five other things that need seeing to first though. If I do get the time, I'm sure i'm going to have a shitbrick tonne of fun making all those, though! :D
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Craftling

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Re: 2010 Challange: Deep Dwarves
« Reply #20 on: April 07, 2010, 05:53:43 am »

Found a cavern on level 50 and from there it was easy. Had all the wood and mud I needed + I walled myself off from the nasties.
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Azkanan

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Re: 2010 Challange: Deep Dwarves
« Reply #21 on: April 07, 2010, 05:55:28 am »

Found a cavern on level 50 and from there it was easy. Had all the wood and mud I needed + I walled myself off from the nasties.

Walling off is priority #1, but every time I start, a Giant Toad appears! My map can only be small (FPS reasons), so if they appear, it doesn't take long for them to rape slaughter me.
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Huggz

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Re: 2010 Challange: Deep Dwarves
« Reply #22 on: April 07, 2010, 10:43:54 am »

Doing it NAOW!
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In order to improve the universe's frame rate, we must all throw rocks into volcanoes and then do absolutely nothing, worldwide, for a week, to take pressure off pathfinding.

Huggz

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Re: 2010 Challange: Deep Dwarves
« Reply #23 on: April 07, 2010, 10:45:39 am »

Real dorfs use embark anywhere to embark on PURE MOUNTAIN!
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Proper English will make people take you more serious.
In order to improve the universe's frame rate, we must all throw rocks into volcanoes and then do absolutely nothing, worldwide, for a week, to take pressure off pathfinding.

Thornet

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Re: 2010 Challange: Deep Dwarves
« Reply #24 on: April 07, 2010, 07:50:01 pm »

So I started a map in some untamed wilds, temperate climate on a 4x4 map. First thing I did was build a 1x3 ramp aaaalllll the way down. At level 36 my miners had struck cavern. I had brought along a hammers dwarf (cause I'm a sissy) and it didn't take long to explore the caverns almost completely. Starting on level -36 is a plateau where I setup a trade depot and a farm. This plateau is the peak of what appears to be a giant underground mountain, with the base at level -49. This mountain is surrounded with rivers, with a small bit of land at the bottom reaching the edge of the map. The only part I don't have explored is some areas filled by the rivers.

All around the mountain on different levels are small plateaus, which I've been using as lobbies of sorts for different sections of my fort, since there isn't really any room otherwise. I really wish the visualizers worked this version so I could actually see what this looks like.

Things were going pretty well before today. A giant eagle was causing some trouble before I could get everyone underground. Killed my farmer and a newly recruited pikeman with no pike. My hammer dwarf managed to beat it pretty bad, but it fled off the map. Had to build a hospital real quick for him and my expedition leader (which was injured at some point, don't know when).

Today, I was still getting lodging setup with meeting hall, food/other production pretty much setup when a crocodile decided to show up for lunch in the dining room. Killed 4 dwarfs and 3 dogs before my hammer dwarf got there. Also it seems after the confusion my expedition leader died of thirst in the hospital, which is annoying because he had just healed all his wounds >_<. Luckily a whole bunch of migrants just showed up, because I only had about 6 dwarfs left.

Thus ends year one. With the new dwarfs I think I might just be able to survive.
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Huggz

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Re: 2010 Challange: Deep Dwarves
« Reply #25 on: April 07, 2010, 07:52:03 pm »

I tried it, and all of my dwarves were immediately killed about 15 seconds after reaching the underground by a mole while trapped in GCS webs...
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Proper English will make people take you more serious.
In order to improve the universe's frame rate, we must all throw rocks into volcanoes and then do absolutely nothing, worldwide, for a week, to take pressure off pathfinding.

Craftling

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Re: 2010 Challange: Deep Dwarves
« Reply #26 on: April 07, 2010, 10:05:48 pm »

Giant Moles kill things!!? SHIT!!!!
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Neyvn

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Re: 2010 Challange: Deep Dwarves
« Reply #27 on: April 07, 2010, 11:09:06 pm »

I am doing this for my Dwarf Masters3 Map. Intersting none the least. Considering I have ZOMBIE versions of Cavern Creeps, not allowed to wall myself in. And am limted with what I start with and where...

After making my spiral Ramp down to the first Cavern, I set up my base of operations, that being Farms, Workshops and Storage. I used the Wood from the wagon to prep the extra Bronze into a Pick and an Axe. Other then that is all Mushwood from here out...

Building is annoying has hell due to the Dwarfs being stupid as fuck when the stone is on a seperate level to them, or the site. But none the less I am currently digging out the First Outpost, located in the roof just off to the left of the Ramp's continuation down even further when I have secured the First Cavern...

FYI in case you didn't know, Critters will go to the Edge of a Cavernmap, thus leaving like everyother critter on the surface. So there might be a chance that you have NO CGS in your cavern cause it might have left the map ages ago...
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Jhoosier

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Re: 2010 Challange: Deep Dwarves
« Reply #28 on: April 07, 2010, 11:56:34 pm »

FYI in case you didn't know, Critters will go to the Edge of a Cavernmap, thus leaving like everyother critter on the surface. So there might be a chance that you have NO CGS in your cavern cause it might have left the map ages ago...

Yeah, or it might decide to come back.  Mine's done that several times now.  Keep thinking I've lost him when he goes to the edge, but he shows back up again.  He's surely sneaking around somewhere right now, waiting for me to open the cage trap-filled tunnel I've been making.  I wonder if other uninvited guests can avoid traps...
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Sensei

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Re: 2010 Challange: Deep Dwarves
« Reply #29 on: April 08, 2010, 12:59:19 am »

You know what I want? A game where you start down in a deep cavern, with magma at convenient hand, and things get crazier as you go upwards until you breach the surface, which is Funtown (possibly dominated by aliens).
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