Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2

Author Topic: Idea's for a Hunting Camp?  (Read 1631 times)

Meanmelter

  • Bay Watcher
  • A Dwarven Demon, yeah, he is pissed.
    • View Profile
Idea's for a Hunting Camp?
« on: December 05, 2010, 06:32:50 pm »

I decided to make my own sorta megaproject, and then once I have all the Idea's, I could make a topic of it in the Storyline Discussion, and I realized, I never have seen anyone use hunters before.
Then, I decided that I, was going to make the best Dwarven Hunting Camp. I am talking full hunting camp. Only other time we mine is if something is in the way or we are improving defenses, that's right, no underground farming, or at least for now...
Here is my questions so I can get started, considering it takes more than one humble mind to do all this, I also would like suggestions.
1.How many hunters should the Starting Seven be? What should the others be? We would also like a camp to you know.
2.What kind of area should I hunt at? Desert/Iceland/Rainforest/Sacred Grounds?
2a.River? Highlands/Lowlands?
3.Max Population?
4.Would traps count as hunting?
5.Any farming at all?
6.Export most of the kills?
7.Underground hunting?
Logged
huh. took a bunch of sleeping pills and slept in a pharmacist, wake up, i am now albino. 
Story of my life.

Dakk

  • Bay Watcher
  • BLARAGLGLGL!
    • View Profile
Re: Idea's for a Hunting Camp?
« Reply #1 on: December 05, 2010, 06:56:24 pm »

Ehhh since you wanna make fortress based around hunting, a place with very high savagery would be more appropriate, so probably a savannah of sorts. The number of hunters can't be super high either or else you'll rid an area of animals pretty fast.
Also I dunno how feasible this would be as I think right now bone/wood bolts are sorta broken and won't do any damage.
Logged
Code: [Select]
    ︠     ︡
 ノ          ﺍ
ლ(ಠ益ಠლ)  ┻━┻

Table flipping, singed style.

Meanmelter

  • Bay Watcher
  • A Dwarven Demon, yeah, he is pissed.
    • View Profile
Re: Idea's for a Hunting Camp?
« Reply #2 on: December 05, 2010, 07:02:48 pm »

Ehhh since you wanna make fortress based around hunting, a place with very high savagery would be more appropriate, so probably a savannah of sorts. The number of hunters can't be super high either or else you'll rid an area of animals pretty fast.
Also I dunno how feasible this would be as I think right now bone/wood bolts are sorta broken and won't do any damage.
I am making a camp, not a fortress.
I figured that, I would probably only hunt for like two seasons or something.
Wood + Bone bolts do kill. Please explain what you are talking about?
Logged
huh. took a bunch of sleeping pills and slept in a pharmacist, wake up, i am now albino. 
Story of my life.

Dakk

  • Bay Watcher
  • BLARAGLGLGL!
    • View Profile
Re: Idea's for a Hunting Camp?
« Reply #3 on: December 05, 2010, 07:09:52 pm »

Well, I remember me wooden bolts just pinging off the lions out of me fortress in .17, maybe it changed on .18, dunno. Anyway with fortress mode hunting as it is now I doubt you can amass enough eh, huntingness (hunt for a few seasons and all animal life goes poof) to make something of mega-project tier, unless your "camp" is going to be a bit more then just a camp. It'll be a cool experiment though.
Logged
Code: [Select]
    ︠     ︡
 ノ          ﺍ
ლ(ಠ益ಠლ)  ┻━┻

Table flipping, singed style.

Meanmelter

  • Bay Watcher
  • A Dwarven Demon, yeah, he is pissed.
    • View Profile
Re: Idea's for a Hunting Camp?
« Reply #4 on: December 05, 2010, 07:13:05 pm »

Well, it's not much of a megaproject, but still, a large camp of people who sell all kinds of rare leather/meats/crap, and even sell animals sounds like a cool idea to me.
Logged
huh. took a bunch of sleeping pills and slept in a pharmacist, wake up, i am now albino. 
Story of my life.

Tellemurius

  • Bay Watcher
  • Positively insane Tech Thaumaturgist
    • View Profile
Re: Idea's for a Hunting Camp?
« Reply #5 on: December 05, 2010, 07:55:31 pm »

don't forget to bring the crapload of booze. drunken hunters are totally fun!

Meanmelter

  • Bay Watcher
  • A Dwarven Demon, yeah, he is pissed.
    • View Profile
Re: Idea's for a Hunting Camp?
« Reply #6 on: December 05, 2010, 08:12:35 pm »

don't forget to bring the crapload of booze. drunken hunters are totally fun!
We would (Obviously) have to trade for that my friend after the first season.
Logged
huh. took a bunch of sleeping pills and slept in a pharmacist, wake up, i am now albino. 
Story of my life.

PsyberianHusky

  • Bay Watcher
  • The best at being the worst at video games.
    • View Profile
Re: Idea's for a Hunting Camp?
« Reply #7 on: December 05, 2010, 09:18:48 pm »

I think if ya fished as well that could help keep the camp sustained
Logged
Thank you based dwarf.

Meanmelter

  • Bay Watcher
  • A Dwarven Demon, yeah, he is pissed.
    • View Profile
Re: Idea's for a Hunting Camp?
« Reply #8 on: December 05, 2010, 09:46:52 pm »

I think if ya fished as well that could help keep the camp sustained
I think I will pass fishing.
Logged
huh. took a bunch of sleeping pills and slept in a pharmacist, wake up, i am now albino. 
Story of my life.

rex mortis

  • Bay Watcher
    • View Profile
Re: Idea's for a Hunting Camp?
« Reply #9 on: December 06, 2010, 03:26:09 am »

You could wall off the map edges perhaps? Then the animals would not wander out before they have a chance to give birth to offspring. Though you might end up with lack in variety, I'm not sure more spawn before the current animals are gone. You might try catching them in cages and then returning them back to wild to see if you can A: force new animals to spawn and B: keep them from wandering off.

I cannot see how one could run sustainable hunting in the current version without on site breeding.

If you want to try pure (above ground) hunting fortress, you could perhaps reduce caverns and remove magma sea and hell in world gen so there are less z-levels. Then you could make a larger embark area without a hit in fps.
Logged
Because death is peaceful and magma is lovely.

Catastrophic lolcats

  • Bay Watcher
  • [FORTRESSDESTROYER:2]
    • View Profile
Re: Idea's for a Hunting Camp?
« Reply #10 on: December 06, 2010, 07:43:04 am »

This could be fairly easy if you're not above modding the game.

Some suggestions include:
Increasing populations of animals via the raws.
Modding Drawven effics to include the butcher and consumptions of humanoids (one bad-arse hunting camp indeed).
Capturing vermin and eating those too.
Deciding if you're going to bring domestic animals or just hunt. Breeding cats would be easy.

Bonus Points:
No prepared meals (watch that meat rot!)
Farming is for booze only.
No farming what so ever. (gather plants for booze, gather near rivers for rope weed)
Slay every single Elf (before they start to complain about slaughtering the wildlife, the useless pagans)
Shrine to the God of hunt/blood.
Bring only horses for meat and milk, like raiders of old.
System of tunnels for easy ambushing and escaping.
No trading. True hunters don't need trinkets.
Nobles? In MY libertarian camp?
 Anyway this sounds Fun, good luck.
Logged

Xenos

  • Bay Watcher
  • [DWARFINEER]
    • View Profile
Re: Idea's for a Hunting Camp?
« Reply #11 on: December 06, 2010, 05:58:37 pm »

1) Capture as many animals as possible
2) Dig/build a massive enclosure of animals (digging out a z level works well for this)
3) Build animal cages in enclosure and attach to a lever
4) Pull the Lever
5) Wait for animals to breed
6)once animals hit population cap, go in and start hunting

It might be a good idea to have separate enclosures for each species to prevent over hunting of one type of animal.  Bonus points for making the enclosures tree farms as well.  (My idea is less of a hunting "camp" and more of a hunting preserve.  Also, this idea was blatantly stolen from the making or Morul.)
Logged
This is a useful feature..and this is DF.. so im gonna assume its bugged
That's what cages and minecart shotguns are for!  We don't need to control them.  We just need to aim them.
[DWARFINEERING]

Sphalerite

  • Bay Watcher
    • View Profile
    • Drew's Robots and stuff
Re: Idea's for a Hunting Camp?
« Reply #12 on: December 06, 2010, 06:05:13 pm »

As far as I can tell, in the current version of DF, only creatures with the [PET] tag will breed.  [PET_EXOTIC] creatures will breed if you have the Dungeon Master, but he never shows up in the current version.  And the animals which don't breed have limited populations and will be quickly exhausted.

From my research, Tropical moist broadleaf forest biomes seem to have the largest number of different species that occur, especially if the surroundings are Joyous Wilds.  And it appears that if your embark site covers multiple biomes, you get the creatures from all those biomes combined for wandering wildlife.
Logged
Any intelligent fool can make things bigger and more complex... It takes a touch of genius --- and a lot of courage to move in the opposite direction.

puke

  • Bay Watcher
    • View Profile
Re: Idea's for a Hunting Camp?
« Reply #13 on: December 06, 2010, 06:07:14 pm »

if you're not farming, you wont be brewing.  make sure you have a water source like a river or brook.

if you're not mining and you dont want to live in wooden shacks like some sort of elf/human halfbreed, you could make your camp in a cave.  embark on a cave (not a lair) and you'll even have access to hunt in the underground if you want.  the first layer of it, at least.
Logged

Xenos

  • Bay Watcher
  • [DWARFINEER]
    • View Profile
Re: Idea's for a Hunting Camp?
« Reply #14 on: December 06, 2010, 08:44:48 pm »

As far as I can tell, in the current version of DF, only creatures with the [PET] tag will breed.  [PET_EXOTIC] creatures will breed if you have the Dungeon Master, but he never shows up in the current version.  And the animals which don't breed have limited populations and will be quickly exhausted.

From my research, Tropical moist broadleaf forest biomes seem to have the largest number of different species that occur, especially if the surroundings are Joyous Wilds.  And it appears that if your embark site covers multiple biomes, you get the creatures from all those biomes combined for wandering wildlife.
You could run no-exotics to work around the dungeon master.  But does that only apply to tame animals?
Logged
This is a useful feature..and this is DF.. so im gonna assume its bugged
That's what cages and minecart shotguns are for!  We don't need to control them.  We just need to aim them.
[DWARFINEERING]
Pages: [1] 2