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Author Topic: Lightning Fort -- a speed succession game  (Read 4639 times)

AngleWyrm

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Lightning Fort -- a speed succession game
« on: December 31, 2010, 04:42:44 am »

The rules are simple: This is the Lightning Round. Everyone has exactly one day to play their 1-year turn. The game begins on the first of the year (tomorrow), and everyone signs up for a specific date. They can load the latest save (listed at the bottom of this post) as of 6:00 AM PST on their day, and have until 6:00 AM the next day to upload their work.

Vanilla v31.18 with Dungeon Master re-enabled.

Spoiler: World Map (click to show/hide)

DatePlayerSaves
pre-embarkWorld Save
Sat 1Deus ex Machinaskipped
Sun 2AngleWyrmSave
Mon 3ChaoseedSave
Tue 4Lethal DosageSave
Wed 5UmbrageOfSnowSave
Thu 6AngleWyrmSave
Fri 7Kilakanskipped
Sat 8Lethal DosageSave (updated)
Sun 9ChaoseedSave
Mon 10UmbrageOfSnowSave
Wed 12AngleWyrm
Thu 13

« Last Edit: January 12, 2011, 07:21:54 pm by AngleWyrm »
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Neyvn

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Re: Lightning Fort -- a new style succession game
« Reply #1 on: December 31, 2010, 04:55:04 am »

How is that called a New Style. IF its exactly the same as every other Succession Fort...
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Quote from: Ubiq
Broker: Wasn't there an ambush squad here just a second ago?
Merchant: I don't know what you're talking about. Do you want this goblin ankle bone amulet or not?
My LIVESTREAM. I'm Aussie, so not everything is clean. Least it works...

AngleWyrm

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Re: Lightning Fort -- a new style succession game
« Reply #2 on: December 31, 2010, 05:05:15 am »

Most succession forts give 3-7 days to play a turn. This is the lightning round. Perhaps it should be called a speed succession game.
« Last Edit: December 31, 2010, 05:09:01 am by AngleWyrm »
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Neyvn

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Re: Lightning Fort -- a speed succession game
« Reply #3 on: December 31, 2010, 05:13:20 am »

Ah... Might want to actually Extend on the 'Rules' then... If I didn't get that in what you wrote. Then not many others will...
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Quote from: Ubiq
Broker: Wasn't there an ambush squad here just a second ago?
Merchant: I don't know what you're talking about. Do you want this goblin ankle bone amulet or not?
My LIVESTREAM. I'm Aussie, so not everything is clean. Least it works...

Deus ex Machina

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Re: Lightning Fort -- a speed succession game
« Reply #4 on: December 31, 2010, 08:27:31 am »

I'll go first, if you fancy.
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Valrandir

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Re: Lightning Fort -- a speed succession game
« Reply #5 on: December 31, 2010, 09:00:06 am »

This is interesting

AngleWyrm

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Re: Lightning Fort -- a speed succession game
« Reply #6 on: December 31, 2010, 06:37:46 pm »

Ok Deus ex Machina, you have the honor of setting up our embark.
I'll take the second year.
« Last Edit: December 31, 2010, 06:45:02 pm by AngleWyrm »
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Lethal Dosage

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Re: Lightning Fort -- a speed succession game
« Reply #7 on: December 31, 2010, 10:23:19 pm »

I'm Game.
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Chaoseed

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Re: Lightning Fort -- a speed succession game
« Reply #8 on: December 31, 2010, 11:54:38 pm »

I'd like to play, but only if I can take Monday the 3rd.  (Lethal Dosage didn't ask specifically, so I can have the 3rd, right? ;D )
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Surprisepalace! Overseers wanted!
But they never would have given up either. And compared to sitting around in this prison for the rest of my life? Losing is fun.

AngleWyrm

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Re: Lightning Fort -- a speed succession game
« Reply #9 on: January 01, 2011, 12:11:28 am »

No problem; scheduling is part of what makes this work.
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UmbrageOfSnow

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Re: Lightning Fort -- a speed succession game
« Reply #10 on: January 02, 2011, 02:57:45 am »

Could I have Monday the 10th please?  I'll clean up whatever mess the rest of you make for me. ::)
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AngleWyrm

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Re: Lightning Fort -- a speed succession game
« Reply #11 on: January 02, 2011, 09:17:05 am »

The Yawning Sabres sent us forth, because they're, you know, busy. So we scouted about and picked a spot with red sand, gabbro, marble and granite. We take four miners, two farmers and a woodworker to get things started. And so the Future Standards go forth and begin the outpost of Earthencastle.

Spoiler: Embark Map (click to show/hide)

Spoiler: Local Map (click to show/hide)

Spring
The northern region is sand and clay, easy digging for our team. So we drain a small lake for our farming plots. Where the brook approaches the hill, we've carved an underground pond for safe fishing and drinking, and placed a fishery and a raw fish stockpile.

The farm has four plots, and we've planted two; one with plump helmets and one with sweet pods. The remaining two fields are fallow for now.

The food stockpiles are separated into three distinct areas. Upstairs near the dining hall is food, downstairs is booze, and in the middle of the farm fields is seeds.

We've set up a Pit-O-Doom as part of the first and second year defense. During the first couple years, before the soldiers are ready for battle, we'll be relying on traps to defend ourselves. Caged enemies will get dropped down the pit-o-doom where we can later collect the goblinite.

Spoiler: Main floor (click to show/hide)

Summer
Two migrants, one's a carpenter, so the other's been put to work as mason/engraver.

The rhesus macaques are a nuisance. One of them stole some string.

The workshop level is developing nicely
Spoiler: Workshop level (click to show/hide)

Autumn
Three more immigrants, who've been assigned as our fisherdwarves, and part time masons.

Our carpenters are starting to turn out masterpieces.

We sold dwarven syrup and rock crafts to the caravan, which brought us a few barrels of ale, and some cages.

This season we've been working on a living level, with a noble's quarter and a workman's quarter:

Spoiler: Living Level (click to show/hide)

Winter
Completed danger room for when soldiers become a possibility. Haven't found any iron ore, so making soldiers at this point would be a waste of dwarfpower.

Spoiler: Stats (click to show/hide)

The dwarven liason is STILL hanging around waiting for a free moment -- we've been at 0 idle dwarves for a long time now. Expect to do some ordering after the immigrants arrive.

And that's it for the first year! Chaoseed, you're up next.
« Last Edit: January 02, 2011, 02:47:16 pm by AngleWyrm »
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Chaoseed

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Re: Lightning Fort -- a speed succession game
« Reply #12 on: January 02, 2011, 04:23:38 pm »

Ah...basically my turn is supposed to start tomorrow, right?  Right now it's about 1:30 PM PST on Sunday the 2nd...so tomorrow, 6:00 AM PST Monday the 3rd, that's my "start" time, and my end time is the day after that, 6:00 AM PST Tuesday the 4th...right?
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Surprisepalace! Overseers wanted!
But they never would have given up either. And compared to sitting around in this prison for the rest of my life? Losing is fun.

AngleWyrm

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Re: Lightning Fort -- a speed succession game
« Reply #13 on: January 02, 2011, 05:38:10 pm »

Yes, you're turn is tomorrow. Happy New Year 'n' stuff!
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Chaoseed

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Re: Lightning Fort -- a speed succession game
« Reply #14 on: January 03, 2011, 03:06:28 pm »

EDIT: Lightning Round uploaded!

After telling the expedition leader to NOT do anything, she finally got to talk to the liaison.  We asked for wood, barrels, seeds, animals, cages.

Turned on gathering refuse.  The "corpse" stockpile now takes both corpses and refuse.  Garbage dump created right outside the area of cages.  The outside refuse stockpile was deleted.  This all makes it easier to keep track of the valuable refuse.

Kitchen no longer cooks with alcohol.

Fields planted with plump helmet, rock nuts, other stuff.

Migrants!  Here's what they were and what I made them:
Mechanic - Butcher
Animal Dissector - Animal handler
Trapper - Cook
Cook - Cook/Farmer
Weaponsmith - Furnace Operator
Milker - Herbalist/Leatherworker
Gem Setter - Militia commander
Clothier - Soldier
Fish Cleaner - Fish Cleaner
Engraver - Stoneworker
Herbalist - Farmer/Herbalist
Leatherworker - Leatherworker/Jeweler/Dyer/Weaver
Fisherdwarf - Fisherdwarf
Bone Carver - Soldier
Fisherdwarf - Fisherdwarf
Metalcrafter - Furnace Operator/Metalcrafter
Woodworker - Soldier

Created a squad with no uniform.  Some are Marksdwarfs, but I haven't separated them out...

Elves trading!  I gave them some favorable terms and not much of note happened.

I'm doing two things to get rid of loose stone: Dig stockpiles and make blocks.

The animal stockpile has one built cage, in the top left corner, to make it easy to free animals.

The Granite Spirits, our new squad, is now training.

Quern installed near the kitchen/butchery.

Possessed woodworker!  The only issue was metal; I had to build a smelter and smelt some garnierite (the only metal we had!).

Migrants!
Glassmaker - Carpenter/Glassmaker/Wood Burner/Potash Maker
Siege Engineer - Mechanic/Mason
Woodworker - Soldier
Bone Doctor - Doctor/Miller
Surgeon - Doctor/Farmer
2 Children
Cheese Maker - Soldier
Miller - Mechanic/Miller
Planter - Farmer/Herbalist
Lye Maker - Miner/Mason

There is now an open-air statue garden with a wall around it.  Fight cave adaptation!

Astel Thir, a willow bed!  It is decorated with willow.  This object menaces with spikes of nickel.  4800*.  I'm not impressed.

I made a hospital in the northeast part of the fort.

Human caravan arrives, meets macaques.  Hilarity ensues.  =Rhesus macaque roast=s for everyone!

We get some animals, food, bags, cloth and leather.

The bookkeeper finally has an office (near the Still).

Migrants!
Soap Maker - Miller/Wood Burner/Soaper
Furnace Operator - Soldier
Hunter - Soldier
Peasant - Soldier
Animal Dissector - Farmer/etc.
Fisherdwarf - Miller/Fisherdwarf
Peasant - Soldier
Bowyer - Bowyer/Carpenter

Outpost liaison!

Ammo recovery team scares off goblin snatcher.

Militia commander possessed!  Claims a Jeweler's Workshop.  Starts working with 2 rough tanzanites and a maple log.

Goblin snatcher caught in a cage trap!

Asking for wood, leather, cloth, body armor, animals, bags, barrels and battle axes.

Rhesus macaques keep stealing ammo that's been shot by hunters.

Igathildom Thadribar, "Scrapedfainted the Crowded Homage"!  This is a tanzanite bracelet.  It is encrusted with tanzanite.  This object is adorned with hanging rings of maple.  On the item is an image of a mountain in tanzanite.  73200*.  Now we're getting somewhere!

Goblin snatcher caught in a cage trap!

Huge finished goods storeroom redesignated a huge stone storeroom; tiny finished goods storeroom dug out.

Caravan only had some wood and animals.  Crafts and prepared food paid for it all.

Fishing labors turned off so the dwarves don't go running around outside.

Starting to make shell crafts because we have a backlog of shells.

Secret project complete!

Half of the huge wood stockpile is redesignated as bar/block.

An ambush!  Curse them!  Two fisherdwarfs are rambling around outdoors, but they're smart enough to hurry back inside(!).  Most of the goblins are caught in cage traps, but some archers hang back and snipe at the dwarves trying to transport prisoners.

Eventually the goblins are all killed and captured.  Dwarven casualties: 2.  Work begins on coffins and tombs.

A kobold thief is scared off.

Somewhere in here someone creates an artifact bone shield!

Spring has arrived!

Things to do:
Make tombs; I queued up coffins and doors, and I started digging out a couple of rooms, but you don't have to use those rooms.
Find metal.  It's hard because I don't know if there are any sedimentary layers.  I dug a couple exploratory mining tunnels but really not much.
Dig out some more living quarters.
Find something to do with those chairs and tables?  Were they meant to go in th e living quarters?
Make sure the hospital works now that we actually have to use it!
Deal with goblin prisoners.

Happy New Year and good luck to whoever's next! ;)

« Last Edit: January 03, 2011, 09:54:28 pm by Chaoseed »
Logged
Surprisepalace! Overseers wanted!
But they never would have given up either. And compared to sitting around in this prison for the rest of my life? Losing is fun.
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