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Author Topic: Millenium Fortress  (Read 21553 times)

Sphalerite

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Re: Millenium Fortress
« Reply #30 on: May 11, 2011, 07:52:10 am »

The good news is that ghosts die of old age.  Your ghost population should plateau after a while, and your actual citizens who die of old age won't need coffins or slabs.
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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.

Naryar

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Re: Millenium Fortress
« Reply #31 on: May 11, 2011, 08:53:58 am »

The good news is that ghosts die of old age.  Your ghost population should plateau after a while, and your actual citizens who die of old age won't need coffins or slabs.

Damn, forgot about this. Yeah, after one millenium you probably won't get ghosts at all...

Your should make the entirety of your fortress inside tiles outside so miasma isn't a problem.

PTTG??

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Re: Millenium Fortress
« Reply #32 on: May 11, 2011, 10:01:15 am »

Maybe I'll switch to a drop-box system. I'll have a meeting area on a bridge over a huge drop.

OOOOH! And I'll have a big graveyard at the bottom!

Anyway, I turned up the popcap so we could start seeing some children born. We're already 20 years in, but only a few kids had been born.

OK, so I have a backlog of ghosts to clear out, and then I'll need to stop immirgration for a while and build the new... processor. How tall does it need to be to guarantee a kill?
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Cespinarve

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Re: Millenium Fortress
« Reply #33 on: May 11, 2011, 10:19:45 am »

So far, so good.

Alpha fortress is now running smoothly. After some early year instability, we are now fully self-contained, complete with a complex yet functional irrigation system and associated farms, a very stable drinking water supply, and most importantly, a legendary dining room.

We ran into some trouble where we had two murderous ghosts going around. We lost our doctor, a metalsmith, and a farmer. We also lost a miner to a berserk trader who got in when I needed to send a miner to the surface to open our water supply.

Now it should be a relatively easy task to let the fortress run.

Why irrigation? I didn't think you need irrigation anymore.
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Nice one, not sure when I'll be feeling like killing a baby but these things are good to know.
This is why we can't have nice things... someone will just wind up filling it with corpses.
Arrakis teaches the attitude of the knife — chopping off what's incomplete and saying: "Now it's complete because it's ended here."

PTTG??

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Re: Millenium Fortress
« Reply #34 on: May 11, 2011, 10:24:08 am »

Well, if you fill up the reservoir once, you might as well be able to do it twice.
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Naryar

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Re: Millenium Fortress
« Reply #35 on: May 11, 2011, 10:24:26 am »

You don't need irrigation.

dwarfhoplite

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Re: Millenium Fortress
« Reply #36 on: May 11, 2011, 12:10:02 pm »

your actual citizens who die of old age won't need coffins or slabs.
how likely is it to have a dwarf die of old age? :PP
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Sphalerite

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Re: Millenium Fortress
« Reply #37 on: May 11, 2011, 12:15:17 pm »

your actual citizens who die of old age won't need coffins or slabs.
how likely is it to have a dwarf die of old age? :PP
In a fortress designed to run for a thousand years, quite likely.
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PTTG??

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Re: Millenium Fortress
« Reply #38 on: May 12, 2011, 10:12:10 am »

Well.

I believe I had thirty active ghosts wandering around. It accelerated as time went on and they started murdering my dwarves, who would then rise up and start murdering everybody else.

The test fortress lasted 30 years.

For my next attempt, I will need to prepare a more effective means of burial and migrant removal. I will also design the map differently so that I might get slightly higher framerates. I was averaging between 1600 FPS and 2600 FPS.

I think I will also need to compartmentalize the fortress so that a failure of any one system will not cause a catastrophic failure. Perhaps two similar forts, separated by some distance, both of which I could repopulate with migrants. Or, several microforts consisting of single dwarves with small farm plots and wells.

PS: when I visited the old fort with an adventurer, the trees were twice as dense in the region, and everywhere not overgrown had a randomly-scattered stone pot full of booze.
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lanceleoghauni

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Re: Millenium Fortress
« Reply #39 on: May 12, 2011, 10:55:58 am »

"ACH! Urist! What was that?"

"That Was Bob"

"... Bob?"

"Aye, He haunts the Cistern pressure Release, like he has the last 500 years."
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"Mayor, the Nobles are complaining again!"

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Girlinhat

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Re: Millenium Fortress
« Reply #40 on: May 12, 2011, 11:43:13 am »

Set pop cap to 0, embark on a 2x2.  Your framerate and ghost incidents will improve.

PTTG??

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Re: Millenium Fortress
« Reply #41 on: May 12, 2011, 12:07:34 pm »

Set pop cap to 0, embark on a 2x2.  Your framerate and ghost incidents will improve.

That I did. But I can't keep the pop cap at 0 forever, now can I?
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Girlinhat

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Re: Millenium Fortress
« Reply #42 on: May 12, 2011, 12:10:05 pm »

You can.  You get two migrant waves equaling 9 dwarves (assuming you have the created wealth to attract 9), these are hard-coded migrants that arrive even if your civ is dead.  9+7=16 dwarves, enough for a simple test like this, and very low lag with such a small population.  Babies ignore the population cap, and have their own control method.

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Re: Millenium Fortress
« Reply #43 on: May 12, 2011, 12:15:24 pm »

No, I had several married dwarves and they only procreated when there was spare popcap. It could have been a fluke, of course, but that was my observation here.
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Girlinhat

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Re: Millenium Fortress
« Reply #44 on: May 12, 2011, 12:21:37 pm »

Really?  Because .18 I had a 0 popcap fort with invaders off, and I had plenty of births and usually a lot of deconstruction-walls related child deaths.
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