Sounds great, I'm in.
ME
!!AND MY AXE!!
What if a player built a huge wall on his/her site and then created another fortress next to the first one, continuing the wall. It would take alot of time and recources, but somebody could wall in entire cities that way. If Toady ever intruduces road pricing...
It could even be DF2014... We don't know how long it will take for The Almighty to complete his plans for the next release.
And you can make Multifortresses building several adyacent fortresses joined though the caverns, Moria style, With populations of thousands.Urist McMiner cancels dig: Interrupted by Balrog/Dug too deep!
Exactly: and Another thing is: one of the adventurers might peirce into the fortress and kill everybody.I think we should have a rule against that.
and if one needs help, you could ferry over supplies as an adventurer with demi-god level fighting power to save them from an incoming siege.
I'd like to be a part of this. Purely as a hypothetical, of course, what happens if someone pumps the magma sea up to the surface? Would that affect neighboring forts with a seepage of molten rock?Yes, yes it would.
Fix'd that for you.Maybewe can pour magma at the whole world?!!!
But I also would like Talvieno as the World Bard.This reminds me, since the world keeps on running around us, we would probably want somebody to be in charge of uploading saves as they're passed along to check if anything interesting happens in the world, and report on it.
This reminds me, since the world keeps on running around us, we would probably want somebody to be in charge of uploading saves as they're passed along to check if anything interesting happens in the world, and report on it.
If we could actually get Talvieno himself to be that person, that would be amazing and epic. Someone should send him a message.
What would be cool is if each person's turn had narrative that fitted together somehow - a central plot to the world. I'm thinking of something like that Adventure Mode succession game with the museum. I'll find it and post a link sometime.I think we should generate the world first and develope the plot afterwards so we can make it fit more into the setting. Things like the location of certain sites and the relations of civilisations to each other are important factors not only for gameplay, but also for imagination.
Somebody should also write down all the stories and events down in case somebody wants to look up something.He's not on google, he's another person on the forums.
Can somebody tell me who exactly Talvieno is? I couldn't find much useful information through Google.
He's not on googleWelll, I found this
Jumping on this before the list gets gigantic.I made a list of the people that would like to participate. I put the name of somebody into brackets if I'm not sure if that person wants to participate or just likes the idea. Tell me if I'm missing someone or have to delete the brackets.
Wow, a thread that's half about me (for the past two pages)! I am deeply honored. Unfortunately, I don't think I can handle writing two separate full-length stories at once (especially not with the Internet/free time issues I've been having). But since you all asked so nicely... if you really want me, consider me chronologist. Be aware, though, that I'm already behind with the Spearbreakers pdf and may find it difficult-to-impossible to compile one for this (I have no access to mediafire anymore).You could use Filebeam (http://filebeam.com/) instead of mediafire.
Also, sign me up for a turn... this sounds like fun. Oh, and if it might be possible... Could we have it modded to have two separate races of dwarves, one "evil", and the other "good"? My reasoning is that players could wage war on the other civ. That sounds like fun in and of itself.
As to the tumblr, yes, that is mine. I haven't posted there since June, and the poetry isn't nearly as good as you say, in my opinion, but thank you for the compliments all the same.
I will record full unedited screencasts of my turn using http://obsproject.com/ and upload it to http://www.filedropper.com/ for others to fiddle around with.(I have no access to mediafire anymore).You could use Filebeam (http://filebeam.com/) instead of mediafire.
I'd like in as well
This seems like a great idea for my first succession game
Put me on the list.Broken shared one of his ideas on the first page but didn't ask about participating. He's the number 28 now but I think it's unfair for him to end up at the end of the list and if anyone agrees I'd like to put him on number 8.
Put me on the list.Broken shared one of his ideas on the first page but didn't ask about participating. He's the number 28 now but I think it's unfair for him to end up at the end of the list and if anyone agrees I'd like to put him on number 8.
Alright, done.Apologies if it wasn't clear in my post, I'm interested in taking part in the joint BAY12 world, you can remove my brackets.
I can wait, I'll have a good comp by then instead of this laptop.I'd like in as well
This seems like a great idea for my first succession game
Except that you'd have to wait a few months for DF2013 to be released since it hasn't been.
It could even be DF2014... We don't know how long it will take for The Almighty to complete his plans for the next release.
With Toady, "soon" means "within six months, if all goes well". You have to read between the lines, see.
With Toady, "soon" means "within six months, if all goes well". You have to read between the lines, see.Well, he did specify a march release date during the latest DF Talk, IIRC. Still, I've been around for a few years now and I have a feeling it's probably gonna take more than 2 months :P
I just realized we can have sunberries outside of good areas.
SUNSHINE FOR EVERYDWARF
EDIT: ALSO GNOMEBLIGHT! ISN'T THAT FANTASTIC?!
I have still to master plump helmet, what are sunberries good for?Sun berries are an aboveground crop that can only be found in good areas. When brewed they give the most valuable booze in the game, which is called sunshine. As a comparison, dwarven wine has a value of 2, while sunshine has a value of 5.
ALSO GNOMEBLIGHT! ISN'T THAT FANTASTIC?!It would be nice to see some gnomeblight be properly used for once.
- visual differences like dark skin (skin made of stone?), white hair and eyes or no hair and/or eyes at all.
- hard to kill, but weak.
- their beards count as bodyparts/ they can use their beards as hands to strangle someone. <--- AWESOME
- playable in adventure mode.
- are getting bad thoughts from sunlight/good weather in fortress mode. It shouldn't kill them.
- they make booze FROM BLOOD
They should appear from caverns, and be very fertile.Like caves the way kobolds do? Only have them migrate out to non-cave sites, such as dwarven fortresses and dark towers, until someone make their own Dark Dwarf fortress? Cause that actually sounds pretty cool, making normal dwarves their normal force, but Dark dwarves an almost exclusivly player run operation.
- they make booze FROM BLOODSadly, that is exactly what I expected.
No.
- visual differences like dark skin (skin made of stone?), white hair and eyes or no hair and/or eyes at all.Making booze from blood is impossible, but making it from other bodyparts isn't. My unreleased Corpse Fortress mod does this. Unfortunately, it makes everything far, far too easy. Especially if you let dwarves butcher sentients. I'm with Mastahcheese's "No." on this one.
- hard to kill, but weak.
- their beards count as bodyparts/ they can use their beards as hands to strangle someone. <--- AWESOME
- playable in adventure mode.
- are getting bad thoughts from sunlight/good weather in fortress mode. It shouldn't kill them.
- they make booze FROM BLOOD
Its always good to specify 1-2 large good and large evil biomes, yes.I agree with this. I usually at least double the amount of good and evil biomes, for my own games. Usually a lot more. Toady has it defaulted to an oddly low setting.
Alright.Sorry to disappoint. :-\
Adding custom items to the game isn't really necessary in my opinion, it's enough too just change the dwarves appereance.If this is what you want, it's incredibly easy to change armor/weapon names, and create new items that are technically clones of existing ones. For example, having "dark mail" instead of "chainmail", or "demon helms" instead of regular helms.
I should have a look into modding myself, any tips on how I should start?Hmm... Personally, I jumped right into it a little less than a year ago. Using the magmawiki as a crutch, I designed a custom race called "scythods (http://dffd.wimbli.com/file.php?id=7242)". After that, I started working on other things that never got released, including the infamous manamaids. Jumping right into it seems to be the way to go, I think. If you don't aim high, you won't get anywhere - but the wiki is your friend. On my old laptop I had a good number of the pages bookmarked. Creature tokens, entity tokens, body tokens, etc.
I would also love a turn on a succession world!You are on the list now.
It should be vanilla DF2013 we play, not DF2013: The Mod we Invented Because it Sounded Cool At The Time.Hmm. Hmm. Hmm. I think... Hmm. Well... true? Maybe. Maybe not. We should really do a poll first.
If it's anything like the last few big releases, expect it to need major bugfixing after the release.That means we shouldn't start the world immediately. We also get some time to test the new features.
i like unicorns
My wife trolled me while I was away from the computer.
My wife found this hilarious, she says you gave her great ideas, and "thx bro"i like unicorns
My wife trolled me while I was away from the computer.Spoiler (click to show/hide)
It's amazing that this topic managed to reach 6 pages before derailing...What do you mean the train isn't supposed to skydive?
The poll thinks otherwise ;)
I locked the polling because I thought people had made a decision, I'll unblock it again.The poll thinks otherwise ;)The poll is blocked. I can't vote.
Thanks.I locked the polling because I thought people had made a decision, I'll unblock it again.The poll thinks otherwise ;)The poll is blocked. I can't vote.
We could provoke two different dwarven kingdoms (most worlds generate with about 10 of them on average) into declaring war on each other, and have players pick sides, or maybe even cause a civil war (pending Future of the Fortress reply from Toady.)True. I'll put you on the list.
This is disturbingly reminding me about The Dwarves, a book that I'd rather forget. Not that I didn't appreciate it, but because of its sequels.Sounds familiar. Is it about multiple dwarven kingdoms in a mountain range surrounding a country that is constantly being threatened by all kinds of monsters?
This is disturbingly reminding me about The Dwarves, a book that I'd rather forget. Not that I didn't appreciate it, but because of its sequels.Sounds familiar. Is it about multiple dwarven kingdoms in a mountain range surrounding a country that is constantly being threatened by all kind of monsters?
I like trains.Do you like turtles as well?
Maaaaybe...I like trains.Do you like turtles as well?
I would join this.I'll put you on the list.
Was thinking... we should try to build a mega-underground place, populate it with Orcs and then try a reclaim à la MoriaI don't know how we are supposed to realize that. What about caging up hundreds of goblins and releasing them at our adventurers in packs of 10?
Thrain's party, then Balin's, then maybe we'll get to Durin the Last after a few very brief embarks.
Gandalf gonna give it to y'all.
I had once a couple of minotaurs which served to dispose of uninvited guests. Should be fun if they could reproduce...Interesting... I would have bet on the uninvited guests.
I had once a couple of minotaurs which served to dispose of uninvited guests. Should be fun if they could reproduce...
Well, anyway, it's a little off-topic, but building a labyrinth with minotaurs and treasurers under a fortress is a cool idea.I don't think this is off-topic. It would be awesome if someone actually build this. Does somebody have any other ideas? I still think we should build an 'adventurers tavern' as some sort of base for our adventurers . Somebody could start a regular fortress, gather the building materials needed for the taverns construction, build it and then seal of the fort, killing every dwarf inside so they won't wander around the site later. Multiple 'Dungeons' like the minotaur one would also be a good idea.
Of course it would take years to build as a forteress, but it could serve as a basis for many adventurer stories !Right, it would take alot of time until somebody finishes his or hers first project, expecially with a long sucession list. Does somebody know if designation will be saved if you abandone the fort to come back later? It would make working on a fort together easier.
With the upcoming update, say three Barons/Counts/Dudes are vying for power, and in adventure mode I Butcher two "Convince them to revoke their claims" via my axe, will the 3rd account for this and take power? Or will the dead leaders' sons/daughters/Wives/demon-spawn take over the claims and carry them on?
So if a Dwarven Count has a claim on an open King position, and dies before that claim is resolved, will his heir (or whoever takes over the Count position) pursue that claim on the King position, or will they abandon it if there are other claimants already vying for it?
Will titles be handed down if they are hereditary, such as kings with a line of succession handed down via relatives and bloodlines, do you think the game will account for this I mean? I don't mean the positions and titles themselves, but the claims to those positions? For example a Duke is killed and a Count lays claim to his *Empty* position, will the son of the now dead Duke also have a claim? Or will the son just automatically be made Duke regardless of the claim by the Count? I Guess what I'm asking is could a character have a claim to a position that isn't vacant? And if so will a dispute such as that stop the position being filled once the current holder dies?
The claims are made by historical figures, so the child will re-evaluate and make up their mind. That doesn't involve much now, but they do get to decide. They don't think about how their parent was involved for instance, even if that should be one of the factors. If there's just a single claim for a while, that remaining person will get the spot (though I imagine that'll be subject to some extra testing later). If the position is hereditary and their is an heir, the heir gets the spot before anybody else even has their claim AI kick in, but I imagine that's not going to stop historical figures later on from continuing to fuss.
Right, it would take a lot of time until somebody finishes his or hers first project, especially with a long succession list. Does somebody know if designation will be saved if you abandon the fort to come back later? It would make working on a fort together easier.
That should be great. I was also thinking of that, this morning. Building a huge maze with many traps, hidden levers and big monster (and treasures) on several levels. . Of course it would take years to build as a forteress, but it could serve as a basis for many adventurer stories !Actually, I was planning on using my first turn to try to gen a world with a volcano in the middle for magma forges, and make a sort of world-forge that people could use as they pleased.
We should begin like this.
1\ No beginning before we are sure that the release is fully finished (bugs included). It is better to wait 2 more weeks if necessary, than beginning and have to abandon it before its end because of non compatible version or killing bugs.
2\ The world is generated, and there is a first turn of people who wants to leave a forteress on it. These people will write their story about it, but this will not be published until the very end of the succession game. By this way, we will have a double surprise (Adventurers will discover forteress which already exists, and have their own stories, but they will not know this story or map or of what they died (if they did, which is better of course). So we will read, after the end, two stories. The one from the ruler(s), and the one from the adventurer(s) !).
3\ When the turn of forteresses is over, it's time to play as adventurers and visit the world, and play the succession game.
What do you think ?
for some reason.Sorry, english is not my main language.
I think it might be better if you allowed adventurers in at intervals, like, after every X number of+1
fortresses an adventurer could play, and after that adventure the next wave of story chapters is released.
Adventurers add their own special kind of FUN to the mix, and we can't leave them until the very end, because that would be boring.
I plan on adventuring, by the way, so I'd be mad if I got pushed to the back of the line just because somebody wanted to segregate gamemodes.
On behalf of all who don't post, I welcome you to the 2013 Dwarf fortress Community world! Enjoy your stay!part of the crew, part of the ship,part of the crew, part of the ship,part of the crew, part of the ship,....
+1
(2) FORTRESS/ADVETURE INTERACTIONS:
...
___(C) Total uter chaos (unleashing fun)
(2) FORTRESS/ADVETURE INTERACTIONS:I personally vote for B, but permision should should still be needed to mess with stuff too much.
___(A) Eighther no messing with people's stuff unless aloud
___(B) Teams/faction warfare of fortresses, adventures being "mercinaries"
___(C) Total uter chaos (unleashing fun)
'Think about the others waiting for you to finish your turn.Definitly add that to the rules, and I vote small map size, as well.Imagine what horrible things they would do to you if you didn't.' to the rules and it should be fine.
As for the worlds size, I vote for 'small'.
Having several worlds at once could be fun. But I'd much preffer if we'd just stick to one sole world.I agree with this, too.
Do we know for sure we can use our adventurer's items in fortress mode? If you kill and butcher a dragon and leave it's skin in a fortress, would it be possible for your dwarves to make leather from it? Or would it rot away first?Sounds !!SCIENCE!! worthy! We shall have to test this immediately!
Having several worlds at once could be fun. But I'd much prefer if we'd just stick to one sole world.WALL OF TEXT INCOMING!
Having several worlds at once could be fun. But I'd much prefer if we'd just stick to one sole world.WALL OF TEXT INCOMING!Spoiler (click to show/hide)
Do we know for sure we can use our adventurer's items in fortress mode? If you kill and butcher a dragon and leave it's skin in a fortress, would it be possible for your dwarves to make leather from it? Or would it rot away first?Sounds !!SCIENCE!! worthy! We shall have to test this immediately!
Personally, I think our main game should be testing the unmodded release, providing great and highly visible feedback and info for everyone.1) Yes.
I think we should reset it and reword the answers to only include modding, and then do another poll to see who wants a player war.Just fixed it and reset it.
Im in 8)Yes, you are.
How about a map size of 65:129Sounds good to me.
It's twice the size of a small and half the size of medium
Problem with small world is that we only have about 5 megabeasts, though, which rules out, say, roc breeding programs.Can't we increase the number of megabeast without increasing the worlds size?
Can't we increase the number of megabeast without increasing the worlds size?
i will agree to those rules when do we start??how do i set my profile Pic??Well, we can't start until Toady actually releases the new version. And... that's a bit off-topic, but try the "modify profile" button.
I'd suggest...I agree with all of this.
...And this too.
It's very interesting because you can build fortresses on two continents, and reduce A LOT travels. These cities could be strategic points.
I was thinking of building a series of docks, not that they would be useful, or anything.But you...
I'm forming Team McSock. All of our forts/entities shall be sock-related, and we shall embark on the epic quest of creating the most valuable sock possible.Well, I'm definetely not joining that :D But I like the idea.
I think we should see the world first, because if we form teams first we might be missing out on cool story opportunities.True.
If there was a dragon team I'd be on that sooooo quick.Do you mean 'We are nice to dragons'-team or 'We fucking murder every of those pesky lizards'-team? 'Cause I think it would be awesome if we created a cloak made of the most dangerous creatures our world has to offer, icluding dragons.
'Cause I think it would be awesome if we created a cloak made of the most dangerous creatures our world has to offer, icluding dragons.
It's not about how much the product will be worth. It's about collecting rare items and making stuff out of them.Quote'Cause I think it would be awesome if we created a cloak made of the most dangerous creatures our world has to offer, icluding dragons.
It could be cool, if only dragon leather was different from pinguin leather, or cow leather.
So, tannable dragons, it's a mod so simple and inconsequential it doesn't really count as a mod.+1
Dragons can already breed, since egg-layers don't require the [CHILD] tag (GCS lacks both that tag and egg definitions).Really? I thought the wiki said something different.
Dragonbone armor is fine too.I suppose (if necessary) we mod in a few adventure mode reactions like leather and bonecarving, that would be possible.
I'd prefer we wouldn't, like the poll says.
Same for me. Can't we just play the game Toady proposes to us, first ?
For one, it sounds like it will enable Assassin's Creed.
Climb up house in sneak, jump down on gobbos using the elemental power of surprise.
Succession Worlds, coming soon to a world near you?Communist pony joins the party. Welcome.
Sign me in, please.
I believe this update introduces multitude trees is that true?Yes.
For one, it sounds like it will enable Assassin's Creed.
Climb up house in sneak, jump down on gobbos using the elemental power of surprise.
I)
Max all of your adventurers stats related to killing stuff and movement.
II)
Become a vampire
III)
Find a city occupied by goblins or a goblin fortress.
IV)
Mass-murder every single one of those fuckers.
V)
Pile up their corpses around a throne in an abandoned mountainhome
VI)
Nickname yourself as 'Bloodlord'
VII)
Take a seat and retire
I'm defenitely goingto tryto pull that of.Succession Worlds, coming soon to a world near you?Communist pony joins the party. Welcome.
Sign me in, please.I believe this update introduces multitude trees is that true?Yes.
Even if this discussion is very interesting, I don't think that's the point of this topic.Yeah, although the thread-train looks really happy on top of that waterslide. We shouldn't do that.
Even if this discussion is very interesting, I don't think that's the point of this topic.
Even if this discussion is very interesting, I don't think that's the point of this topic.
It is if someone's going to start a dwarven Communist movement. Blood for the red party! Skulls for the skullcarvers!
At least, it's quite possible (at present) to run a fortress on "from each according to his ability, to each according to his need."
Uristov....
Uristov....
Uristov....
Uristov.+1000
I demand that somebody renames every Urist in the world to URISTOV.
Dakostky and Bomrekovich!...
AzizengradDoesn't sound quite right...
Eh, I was out of good Russian suffixes.AzizengradDoesn't sound quite right...
We've been through this kind of thing before (http://www.bay12forums.com/smf/index.php?topic=103473.0), so I have a simple suggestion based on past experience : do away the turn list entirely. Unlike succession fortresses, it does not matter what year you start playing (hell, depending on your vision, starting further down the timeline would actually probably be better for your fortress), and with so many people trying to play, it's better we share the file on a first-come, first-serve basis. Whoever is most prepared to claim the save and begin playing right away gets to have at it. Not having to put up with contacting a person on their turn and waiting days/weeks for them to start (or announce they're canceling their turn altogether) will save a lot, and I mean a lot of time.⇪
With active world history being a thing in the new version, I believe we should also approach the concept of a building the world with a much higher level of freedom. As long as you don't tamper with established player fortresses, you can do whatever the hell you want; get your dwarf civy to declare war on everyone for no reason, run a genocidal adventurer, bodyswap with important historical figures, whatever, it all adds to the flavor of the world. Maybe still place a restriction on titan/megabeast kills (since they stay dead forever), but everything else is fair game.
Are we going to allow Dwarf hack r3? AdvFort is awesome for this. You can make sealed forts that need to be digged to enter andI don't think so.
lots of neat things.
And giant robotic dragons? An unnecessary detail. :P
Modding the raws during your turn should be allowed, or at the very least adding to them in a separate 'txt' so you can, say, get your dwarves to suddenly invent robot dragons, or bring a "last of their kind" outsider hero into being.
Then again I can't remember if you can add workshop interactions after world generation.
You can't add anything during play, you can only alter existing things. You could replace the raws under one creature entry with those of another, but the new creature would have to be in the same place in the file and use the same id as the original. And anything syndrome causing, if someone is currently affected by that syndrome, cannot be changed. Robot dragons should be reserved for the alternate "wacky" save.In that case, it'd be quite simple to leave a bunch of placeholders in the testworld rawfolder prior to worldgen, that can later be modified on the player's whim. :)
You can't add anything during play, you can only alter existing things. You could replace the raws under one creature entry with those of another, but the new creature would have to be in the same place in the file and use the same id as the original. And anything syndrome causing, if someone is currently affected by that syndrome, cannot be changed. Robot dragons should be reserved for the alternate "wacky" save.In that case, it'd be quite simple to leave a bunch of placeholders in the testworld rawfolder prior to worldgen, that can later be modified on the player's whim. :)
Let's just play the game pure vanilla.THIS.
If one wants to fiddle around with mods, you can always just duplicate the given world and do what you want with it.
And if it's funny enough someone could pick it up and make it into a spinoff world.Let's just play the game pure vanilla.THIS.
If one wants to fiddle around with mods, you can always just duplicate the given world and do what you want with it.
Just do this, then you can tell everyone about whatever it was that you did, and we can all have a good laugh like we should, and get back to the game at hand without ruining it for everyone.
And if it's funny enough someone could pick it up and make it into a spinoff world.Let's just play the game pure vanilla.THIS.
If one wants to fiddle around with mods, you can always just duplicate the given world and do what you want with it.
Just do this, then you can tell everyone about whatever it was that you did, and we can all have a good laugh like we should, and get back to the game at hand without ruining it for everyone.
You know what? That's brilliant.
I love when we achieve a good agreement.Meanwhile, I have been drooling.
Bonus point if I have been involved.
You know what? That's brilliant.
Also, I wonder if when you exterminate a population of a site that didn't belong to you (let's say a hill dorf site or a dark fortress) - will it count as reclaimable later on?I doubt you'll be able to reclaim it yourself, but it'll certainly be significantly easier for your dwarfciv to conquer.
I would love to see that happen.
Also, I wonder if when you exterminate a population of a site that didn't belong to you (let's say a hill dorf site or a dark fortress) - will it count as reclaimable later on?I doubt you'll be able to reclaim it yourself, but it'll certainly be significantly easier for your dwarfciv to conquer.
I would love to see that happen.
You make a fort, train some legendary dorfs, give them some legendary stuff and whatnot, retire the fort, play adventure mode, hire the military, go conquer some sites, retire, reclaim, rinse, repeat.
You know what? That's brilliant.
Also, kinda offtopic, but how have you been enjoying my Island of All Evil world so far?
Did you get there?
(I personally am on the way there, but since I've decided to gen the world with only 2 years the island actually looks mirthful or serene or something and not evil, ironically.)
Not-so-megaproject: Wipe out all but one (or two) civs. Let it thrive for a while and then...
You should know the punchline at this point - start killing them all!
I wonder if secessions will be able to happen at some point in the future.
The problem is that barons probably would get replaced soon after you kill them. Guess you have to kill of entire sites to guarantee your wanna-be-king gets the job.Actually, I imagine it's quite a bit easier than that. You elevate your fortress to mountainhome status, the king comes to live there, he has an "unfortunate accident," and one of your dwarves replaces him as king. And, due to the fact that directly tampering with player fortresses is forbidden, your fellow players will have a rather difficult time wrestling away power from your fortress (unless they go through the trouble of doing the same thing, and assuming they even bothered to pick the same civilization)
+ your own nicknamed dwarf can become the leader of an entire civilisation, only to get killed the next turn.
Sounds reasonable, except that those adventurers would have nowhere left to retire to, so the only way to end their adventures is to let them die.
hmmm.... Not sure about this one.Sounds reasonable, except that those adventurers would have nowhere left to retire to, so the only way to end their adventures is to let them die.Might still be able to retire to sites even if they're depopulated.
Sounds reasonable, except that those adventurers would have nowhere left to retire to, so the only way to end their adventures is to let them die.However, you can still embark for dead civilizations. So what you do is start a one-man expedition, construct a cozy cabin, retire it, maybe introduce a potential soulmate afterward (since you can retire at player sites), and then let history run its course.
Yeah, retiring a dwarven fortress and then populating it with outcast adventurers of various races sounds like it could result in some interesting impromptu history. All you'd need is to enable those races to be played as outcasts, which can basically be done by adding one little line of code to their entity definition.
Yeah, retiring a dwarven fortress and then populating it with outcast adventurers of various races sounds like it could result in some interesting impromptu history. All you'd need is to enable those races to be played as outcasts, which can basically be done by adding one little line of code to their entity definition.We should definitely spawn an extra civ and wipe them out for the purpose testing this. If not on the continent proper, then we could have the colony established on a remote island/valley where they are completely free from outside influence.
>Unnecessary detailSig'd
>Dwarf Fortress.
Excuse me?
Yeah, retiring a dwarven fortress and then populating it with outcast adventurers of various races sounds like it could result in some interesting impromptu history. All you'd need is to enable those races to be played as outcasts, which can basically be done by adding one little line of code to their entity definition.We should definitely spawn an extra civ and wipe them out for the purpose testing this. If not on the continent proper, then we could have the colony established on a remote island/valley where they are completely free from outside influence.
Even if it requires (temporarily) giving them [FLIER] tags.Or the Swimming skill and a lot of patience...
Even if it requires (temporarily) giving them [FLIER] tags.Or the Swimming skill and a lot of patience...
On the test world, I say. There's no need to define a whole new race in the raws, just go with an already spawned vanilla one. Remember, each race has several civs.Yeah, retiring a dwarven fortress and then populating it with outcast adventurers of various races sounds like it could result in some interesting impromptu history. All you'd need is to enable those races to be played as outcasts, which can basically be done by adding one little line of code to their entity definition.We should definitely spawn an extra civ and wipe them out for the purpose testing this. If not on the continent proper, then we could have the colony established on a remote island/valley where they are completely free from outside influence.
I totally want to do that in my docks now, make a giant underground dungeon under it. :DSpoiler (click to show/hide)
Turning your entire fortress into vampires and driving them utterly mad (http://www.bay12forums.com/smf/index.php?topic=119384.msg4119444#msg4119444) is easier than growing plump helmets, and goes hand-in-hand with the "counts mansion" idea! :DI never thought of assigning a whole bunch of war puppies to a specific person and killing them to force insanity, that's a good idea.
Did somebody say 'FINAL BOSS'?
How about this: Somebody creates an adventurer and gives him a distinctive feature in form of unusual clothing or an awesome weapon. The creator of that adventurer won't tell anybody how the adventurer looks like, what skills he has, what race he is or what his actual name is. Instead, everyone refers to him as 'The Crimson Knight', because he wears a red cape or something like that.
Too make it short:
1) The Crimson Knight gets his own lair or castle, where he retires and waits for challengers to appear.
2) The challengers don't tell anybody anything about their adventurers. Like the it happened to be with the original knight, race, appearence etc. remain secret.
3) What happens in the lair stays in the lair. We don't tell each other if we defeated the knight or if we failed trying. We are only allowed to hint that we are attempting it, the outcome remains secret.
4) If the challengers adventurer succeeds he assumes the identity of the Crimson Knight by taking his clothes and equipment, nicknaming himself 'The Crimson Knight' and retiring.
5) When the challenger enters the lair he's not allowed to examine eventual corpes to find out how many knights were defeated.
No one knows who the Crimson Knight is. You don't know what you should expect. It could be a vampire, an elf or some guy dual-wielding adamantite socks.
The Crimson Knight! The Rainbow Ronin! The Pantsless Enigma!...
One thing though - (unless it doesn't matter) - does the new Crimson Knight have to wear his/her predecessor's clothing? Because you know, elves and dwarves have problem with that.I'm sure we'll figure something out.
I still find it weird that worldwide genocide is fairly standard on these forums, but anywhere else it would result in comparisons to Hitler or Attila the Hun.Hitler and Attila can't handle this kind of genocide.
Of course, there still needs to be a supreme evil dick for non-canon players to try (and fail) to deal with, so that if someone actually does manage to pull it off, it'd probably be quite the story.How about escaped demons?
Hitler or Attila the Hun.But do they even magma?
Bay 12 apparently doesn't mind worldwide genocides.
...
And yet we have to yet succeed at pulling one off.
The Age of Emptiness, I want to see it happen!
Not in this version because of that thrice-damned respawning bug, but in 31.16 and lower, that bug didn't exist and it was as easy as a very large pie to accomplish; you just needed to be persistent enough to hunt them all down.It will however work with kobold caves, and I know this from personal experiences.
Age of Emptiness sounds cool and all, but for a succession game, it's a bit boring if there's no one left to trade with the forts / attack forts / talk to adventurers.
All civilizations are set when the world gens, the only new entities that can appear after play begins are site governments and refugee groups. Any civ or kobold tribe is eternal, no new ones can form.
Right now I think the only ways to join a civ are to retire in one of their sites, or be conquered by them and thus forces to join them (if you aren't killed in the process)
But could certain figures join civs that are...Dead?I already explained how to do this. And retiring on an owned site automatically makes you part of the owner's civilization.
(even if, how does one join any civ?)
But could certain figures join civs that are...Dead?I already explained how to do this. And retiring on an owned site automatically makes you part of the owner's civilization.
(even if, how does one join any civ?)
Do we all have to do that? Or can we have a story of this world? The portal idea sounds like we'd need to run history for as little time as possible, kind of like Starting at the Dawn of Time.
I just realized, our first group of dwarves, since when I do the world gen, I'm just going to jump right in, without figuring out the new stuff, so I can do some cool storytelling on the shock of our old-world dwarves upon stumbling into this new-fangled world, with trees that tower into the sky and other this that would appear horrifying to them.Have you considered using Perfect World to generate a planet with geography of intelligent design? Like what Eric Blank did with the DF2012SW:
The succession list:You're the third person in a row who's forgotten to put me on a succession list. :-\
You're the third person in a row who's forgotten to put me on a succession list. :-\What? :o
Sounds like you guys going to do that 'challenge start at the dawn of time' thread in the dwarf mode discussion thread.
It's just that if an entire dwarven kingdom is supposed to be started by refugees from another world, then their rich worldgen history will get in the way unless we start as early as possible.
I thought that the whole idea was to start as early as possible? And then see how far we can carry the world along and watch it evolve.
There won't be any new sites that we didn't build, unfortunately. I personally think a short history of 100 years would be fair.How about a compromiss? We generate the world with a history of about
btw op, when the time comes to generate worlds, could you provide multiple ones so everyone can take a look at them before we choose wich one we want to play on?Of course.
Additionally, I imagine adv-fort would allow us to build long bridges/tunnels/underground roads without having to make multiple fortresses over massive swaths of ocean.
as long as you genned a world with wide open caverns (which I say we do, no twisty honeycomb passages that go nowhere and get blocked by fungus trees!).I personally prefer caverns with open areas as opposed to twisty passages, too.
I've just contracted a serious case of butterflies whilst reading this thread.You should probably visit the doctor.
Wow, it would only be about four hundred sleeps to go before my turn came round!
Only sissies that also need food, drink, breaks, and parties.Wow, it would only be about four hundred sleeps to go before my turn came round!Who needs sleeping?
Don't you mean slackers?Only sissies that also need food, drink, breaks, and parties.Wow, it would only be about four hundred sleeps to go before my turn came round!Who needs sleeping?
Fixed that for you.Don't you meanOnly sissies that also need food, drink, breaks, and parties.Wow, it would only be about four hundred sleeps to go before my turn came round!Who needs sleeping?slackersDwarves?
Vampires do require blood, though. To avoid grinding to a halt...
Vampires do require blood, though. To avoid grinding to a halt...
Nah.
We'll take care of the details later on.
But for now...
I wonder what happens if someone retires a fort right after embarking...Will the dwarves just try to live in the wagon or build something on their own or what? (if t they'd be able to build while in retirement it could possibly mean fort mode skills in adventure mode, which is, short-term, the only thing I genuinely want now. Because there's the "county" thing in the long-term.)
We could have people sign up for the first 7 dwarves so it's really far in advance.
hmm I was wondering if the succession world will have player bandit camps, lairs and each player has a set amount of time to carve up the worldsite.Sounds like you guys going to do that 'challenge start at the dawn of time' thread in the dwarf mode discussion thread.
I think that'd be pretty awesome, now that it's actually going to be semi-feasible with the population being maintained 50 years after beginning. There won't be any new sites that we didn't build, unfortunately. I personally think a short history of 100 years would be fair.
Also, might as well put me on the list finally. I enjoy succession games.
That would be fairly awesome, but I don't know if it would be possible, even with hacking. If it is, though, then why the hell not?
Abandoning a small 2x2 or 1x1 fort would be ideal compared to hacking, more so because it'd be using mechanics that are already in the game and semi-functional. Not that hacking would be unmistakably a bad idea, but we should test extensively to make sure that the process you use doesn't result in any new issues before submitting a save of any serious succession game that used that method. If it overcomes some issues with the abandoning an actual fort option, great, but hopefully we don't run into any new bugs in the process.yeah but you could also just use dfusion and make a 1x1 or 2x2 or 3x3 site and set the type. I kinda wonder if npc behaviors are effected by where they live. like if you retire in a dwarf fort, you going to act like a dorf, or if you retire in a tower you will learn to write books, or like say a bandit camp you will go on raids.
we're kinda running short on topics to f. about here...How is this possible? Do some research, find which animal (or animal-man) has the most valuable innards, and discuss ways to trap, kill and harvest them!
we're kinda running short on topics to f. about here...How is this possible? Do some research, find which animal (or animal-man) has the most valuable innards, and discuss ways to trap, kill and harvest them!
Has anybody on this thread ever killed a demon in adventure mode? Just asking to find out how challenging it would be to kill all demons that escaped the underworld and throw their corpes into a volcanoe or even back to hell.
Has anybody on this thread ever killed a demon in adventure mode? Just asking to find out how challenging it would be to kill all demons that escaped the underworld and throw their corpes into a volcanoe or even back to hell.I have a demon myself once, but that was because I had a
Has anybody on this thread ever killed a demon in adventure mode? Just asking to find out how challenging it would be to kill all demons that escaped the underworld and throw their corpes into a volcanoe or even back to hell.
I'm not really clear on it either, but it seems that if there is an attack or something incoming and you have the observation skill to recognize it, you get a little menu or can open your menu and have some options to avoid or block it. Or some attack with a hefty bonus if your opponent leaves themselves open or something. There's probably some selection of possible actions that have some chance of occurring favorably or something like that based on your relative skills or whatever. I think it's mostly supposed to be active defense, to supplement your passive blocking/dodging/parrying you can do right now.
Also, we ran into a massive problem (http://www.bay12forums.com/smf/index.php?topic=104399.msg4171715#msg4171715) with the museum item quest game involving retired adventurers causing the game to crash in the adventurer selection menu. Braalbard said he's going to make a bug report for it within reasonable time, and hopefully Toady can get right on it because I managed to reproduce it just by going to the last save before the bug occurred and retiring another adventurer. Reproducible, easy to test, and a major bug that causes crashes, so if Toady at least gets the chance look at it he'll likely have it fixed relatively soon. Maybe not for this release, but it could happen within the next few bug fix releases.
Ah yes, my bad. I clicked the links in reverse. The ice castle one is good, but the others seem floating without support. And as we all know, your fort needs at least a single pillar of soap to satisfy gravity.
Alright, one (http://imageshack.us/photo/my-images/38/aa80.jpg/) of (http://imageshack.us/photo/my-images/38/aa80.jpg/) these (http://imageshack.us/photo/my-images/163/mountainhome.jpg/) paintings (http://imageshack.us/photo/my-images/607/oceanquest.jpg/) is gotta be a thing in our world.Relevant signature? :P
At some point.
1st and 3rd not physically possible, even in DF.Put them on top of a support or two, it'll be fine.
Relevant signature? :P
Source:Common understanding of physicssupports warp reality around them, causing physics to gtfo.
Source:Common understanding of physicssupports warp reality around them, causing physics to gtfo.
They don't warp reality: since Dwarves, master builders, make indestructible constructions, one support can bear an infinite amount of weight.
To give science teachers a job.Why can't our physics be simple as that, too? :(Source:They don't warp reality: since Dwarves, master builders, make indestructible constructions, one support can bear an infinite amount of weight.Common understanding of physicssupports warp reality around them, causing physics to gtfo.
Don't worry, there are plenty of DF players that get confused with DF physics. Physics teachers would still have a job if the world were simulated under DF's engine.That sounds like a lot more fun.
Does anybody have good blueprints for a skull? I looked around the internet for a while, all I found were weird minecraft builds.
It's more like putting a skull on top of a fortress, but yes.Does anybody have good blueprints for a skull? I looked around the internet for a while, all I found were weird minecraft builds.
What are you trying to do, a skull fortress?
Also, if let's say I wanted to make a flourishing kobold tribe (as described a few pages back...)In my experience kobold caves are always opened to the surface.
Are the caverns connected to the surface or would I need to make a temporary opening fort to get there?
Eh, nonsensical positioning of blocks and creatures happens all the time in DF, no biggy. :P
However, how are you going to create your kobold tribe in the first place, DarkDXZ? Kobolds aren't playable creatures by default, and currently it seems that most people wouldn't want to play a modded succession world game, maybe even if the only modifications made were to make kobolds playable.
I'm not really clear on it either, but it seems that if there is an attack or something incoming and you have the observation skill to recognize it, you get a little menu or can open your menu and have some options to avoid or block it. Or some attack with a hefty bonus if your opponent leaves themselves open or something. There's probably some selection of possible actions that have some chance of occurring favorably or something like that based on your relative skills or whatever. I think it's mostly supposed to be active defense, to supplement your passive blocking/dodging/parrying you can do right now.it's not from having over 30 adventurers since I just check my save and it has 40 adventurers saved to it. I guess it's from having over 30 adventurers on top of their companions on top of having ~7 forts filled with rich history the game just can't handle that much adventurin.
Also, we ran into a massive problem (http://www.bay12forums.com/smf/index.php?topic=104399.msg4171715#msg4171715) with the museum item quest game involving retired adventurers causing the game to crash in the adventurer selection menu. Braalbard said he's going to make a bug report for it within reasonable time, and hopefully Toady can get right on it because I managed to reproduce it just by going to the last save before the bug occurred and retiring another adventurer. Reproducible, easy to test, and a major bug that causes crashes, so if Toady at least gets the chance look at it he'll likely have it fixed relatively soon. Maybe not for this release, but it could happen within the next few bug fix releases.
Ladies, gentlemen, prepare thine bodies for inebriation.Begin layering on multiple socks and cloaks!
INEBRIATE. INEBRIATE.
What will our world be called? The Plains of War? Chaostides?The Land of Land?
If we use advanced world generation we aren't limited to regular dwarven vocabular anyways, so we can get really creative here and start a poll to decide.
The Twelfth Bay?
Why are we meticulously planning our world? We limit ourselves by not seeing what the RNG in this version can give us. This is the same reason I voted against modding.How are we supposed to 'hand craft' a world without other programms anyways?
We should set some parameters, sure, but we shouldn't hand craft it.
Why are we meticulously planning our world? We limit ourselves by not seeing what the RNG in this version can give us. This is the same reason I voted against modding.How are we supposed to 'hand craft' a world without other programms anyways?
We should set some parameters, sure, but we shouldn't hand craft it.
Well, I wouldn't call that handcrafting, but ok.Why are we meticulously planning our world? We limit ourselves by not seeing what the RNG in this version can give us. This is the same reason I voted against modding.How are we supposed to 'hand craft' a world without other programms anyways?
We should set some parameters, sure, but we shouldn't hand craft it.
The World Painter function in advanced generation.
I think we shouldn't even use the advanced generator, unless we're bumping up the !!FUN!! a bit because we're ALL experienced players.Yeah, Toady One put in presets for a reason, and I think it would be best to just do that.
Yeah, Toady One put in presets for a reason, and I think it would be best to just do that.There are a quite a few things you can't do in a normally generated world, for instance, disabling bogeyman, or combining seeds to get the best outcome possible.
The only real reason I would want to adv gen it would be to make caves visible, and increase the good/evil region count, and since it's a community game, we would have time to find the caves.
Yeah, Toady One put in presets for a reason, and I think it would be best to just do that.There are a quite a few things you can't do in a normally generated world, for instance, disabling bogeyman, or combining seeds to get the best outcome possible.
The only real reason I would want to adv gen it would be to make caves visible, and increase the good/evil region count, and since it's a community game, we would have time to find the caves.
What is our stance on bogeymen anyway?
Yeah, Toady One put in presets for a reason, and I think it would be best to just do that.There are a quite a few things you can't do in a normally generated world, for instance, disabling bogeyman, or combining seeds to get the best outcome possible.
The only real reason I would want to adv gen it would be to make caves visible, and increase the good/evil region count, and since it's a community game, we would have time to find the caves.
What is our stance on bogeymen anyway?
Oh, right, the bogeymen....
What's the turn list currently? I know I'm on the later end of it.
The succession list:This is the last one I found.Spoiler (click to show/hide)
Seeing as I am one of the first players who signed on the list, Ill just say that Im not very good in Dwarf mode, I can set up A moderately okay-ish fort, but I am not the master of it, Pumping I got the basics, but beyond that im A complete fool, So dont mind my foolery. :PI have 'the feeling' *cough
I always freak out a little when I hear new players say something like "this is only my fourth fortress, but I've figured out the military and nobody is dying of starvation/thirst."Hell, I've played hundreds of fortresses and I still lose them to dehydration because I didn't set up a booze industry.
It's almost like the tutorials are actually useful for a change :P
Back in MY day, I was completely oblivious to the tutorials, so I learned the game mostly by trial and error and pestering people that didn't really want to help me. And the wiki. My sixth or so fortress died of thirst because I didn't get farms up in time to brew booze, and had no access to water. It went on like that for a year or so before I finally got good at keeping a fortress alive long enough to see through a couple sieges. Never questioned the HFS, though; I could never have survived back then.
Hello, we decided that we won't use any mods.I suppose there's the nonsense world, and someone could always start up a 2013 Modded Succession World once Toady's got the game mostly stable.
mastahcheese, can you tell us more about that world forge you told us about?Well, my idea was that I would embark on a volcano somewhere in the center of the world, so it would be fairly easy to access, and place about 20 magma forges and smelters in it, and people could try to get legendary smiths from around the world to come and marvel at it, and people could forge whatever they wanted there, so if you wanted a full suit of steel, you could go and make it there.
Fire so cold it burns?Ice so hot it chills.
Provided that adventurers and their companions turn into citizens of the fort. Does anyone know if that will happen? I remember somebody saying something about multiracial fortresses being possible now. Like elves living in dwarven fortresses and dwarves in elven ones. But will they actually fulfill your orders or will 'guests' just be standing around doing nothing like creatures with the 'Friendly' tag in the units screen?mastahcheese, can you tell us more about that world forge you told us about?Well, my idea was that I would embark on a volcano somewhere in the center of the world, so it would be fairly easy to access, and place about 20 magma forges and smelters in it, and people could try to get legendary smiths from around the world to come and marvel at it, and people could forge whatever they wanted there, so if you wanted a full suit of steel, you could go and make it there.
Natuarally, it would probably become the focal point of a megaproject or two, due to the accessability of the magma.
So basically the Skyforge?I have no idea what this "Skyforge" is, but I'll assume the answer is "yes"
ME WANT!
So basically the Skyforge?I have no idea what this "Skyforge" is, but I'll assume the answer is "yes"
ME WANT!
Oh yeah, the Aetherium forge. And bonus points, since it's dwemer :DYeah, I remember the Dwemer from when I played Morrowind, those crossbows rocked.
This release (as with every release) gets delayed more than Valve games with 3 in it. (you all know which one I'm talking about in particular)Team Fortress?
Anyway, but once it hits, it's gonna hit HARD!
This release (as with every release) gets delayed more than Valve games with 3 in it. (you all know which one I'm talking about in particular)Team Fortress?
Anyway, but once it hits, it's gonna hit HARD!
*chin drops
I like the idea of secret game logs.
- If an adventurer dies they don't post their journal until someone finds their body.
....
- If a fortress falls (all dead, not abandoned) then history only posted if adventurer finds it and gets to another town.
WAIT, wait, wait, what if nobody wants to look for the body/fortress at all? What if nobody finds it?*chin drops
I like the idea of secret game logs.
- If an adventurer dies they don't post their journal until someone finds their body.
....
- If a fortress falls (all dead, not abandoned) then history only posted if adventurer finds it and gets to another town.
Good idea, good idea...
Then no-one will ever know.WAIT, wait, wait, what if nobody wants to look for the body/fortress at all? What if nobody finds it?*chin drops
I like the idea of secret game logs.
- If an adventurer dies they don't post their journal until someone finds their body.
....
- If a fortress falls (all dead, not abandoned) then history only posted if adventurer finds it and gets to another town.
Good idea, good idea...
inb4 Urist McHolmes.
I don't know about setting history to not reveal, though, as while there might be cool mystery, we might not get to know things that would be really important to know. We could just not reveal things, and then agree to leave legends mode alone.This sounds like the best idea.
Succession Gaming, coming soon to a YouTube/Steam/whatever near you.I know I'll be recording my turn.
So the semi-megaprojects and quirks of the game so far:Don't know what you mean with 'WFC-type things', but here's a repost of a list that I made previously. It contains suggested projects, some by me, some by others.
- Crimson Knight thingy
- World Forge Center (*cue rocs flying into it*)
- bridge-forts
- "What happens in the fortress stays in the fortress" ie. not looking into Legends Mode
For all I care we also need more WFC-type things, even if they might just turn out to be downright pointless. (Cheesemakers' Cave, eh?)
So the semi-megaprojects and quirks of the game so far:Don't know what you mean with 'WFC-type things', but here's a repost of a list that I made previously. It contains suggested projects, some by me, some by others.
- Crimson Knight thingy
- World Forge Center (*cue rocs flying into it*)
- bridge-forts
- "What happens in the fortress stays in the fortress" ie. not looking into Legends Mode
For all I care we also need more WFC-type things, even if they might just turn out to be downright pointless. (Cheesemakers' Cave, eh?)Spoiler (click to show/hide)
At some point we've got to make an island out of obsidian via lava and water pump stacks (if it's how that works, I never got to that part).THIS! THIS x481926516541605631874021369042676141!
(and then I wonder if that would show up on the world map, but I'm guessing no)
WHATEVER!To do that you'll have to create the new 'long' site on top on the first one. Which (I think, I may be wrong, never tried to) is currently not possible.
Bring it!
Theoretical plan of execution:
1. Make a 1x1 embark. (or otherwise a really small one) near the ocean
2. Dig to the magma layer.
3. Pump it out into a tank of sorts.
4. Retire.
5. Create a long but thin (that's what she said) embark from the extraction site to the point of destination on the ocean.
6. Somehow make a bridge leading there. (via the caverns, maybe? but then how not to flood the thing when going up...)
7. Transport the lava.
8. Build a pump stack tower.
9. Pump lava to the top.
10. POUR IT!
11. ??? (at this stage most PCs start to burn from the lava and other things)
12. PROFIT!
There are probably finer ways to do it, but whatever, I'm not a fort player.
My PC starts to burn at the "bigger than 1x1 embark" bit.Ouch.
It would be the tallest ever dwarven made structure, and your computer would incinerate itself.Note taken.
If the lava chute into the Ocean only has a single urist outflow, it should create a 1x1 pillar to the bottom and minimize lag? Once that pillar reaches the surface, i would hope further obsidian created would attach to the existing pillar, instead of sinking to the bottom.I think that's how it works.
If the lava chute into the Ocean only has a single urist outflow, it should create a 1x1 pillar to the bottom and minimize lag? Once that pillar reaches the surface, i would hope further obsidian created would attach to the existing pillar, instead of sinking to the bottom.I think that's how it works.
We already worked out a rapid turn system.I might not have noticed/can't remember the details. Could you please summarize this system for me and the others who might want to know?
So about the assassins' guild that was mentioned in the megaprojects list...The way leaders, kings for example, become leaders will be changed in the next version. There will always be multiple people (Barons for example) waiting for a chance to become the next leader (King). Once the king dies, the barons and his heirs will claim the throne for themselves, but in the end only one can become the new king. Let's say you want to influence the worlds politics directly. The king has two sons, but you want the younger one to become king because he likes cheese or something like that. The way to achieve that would be to kill the other candidates, the older brother and some barons. And of course the king himself.
How is that exactly gonna work? Are we going to go for various people via the player logs in the "main" thread or what?
I... want in on this. IT SHALL BE GLORIOUS, and I'll probably end up with a sparsely populated dwarven bunker with corpses and blood strewn about like it was Dorfmas. Excellent.Well, uhm, the turn list....
i, for one, do not care when it is going tobe released, as long as it is amazing. :P
It's not particularly discouraging :
If you look at the last 12 months donations :
3 600
3 905
3 594
2 713
3 580
4 055
3 917
3 254
3 244
5 518
5 597
3 364
You can see that it is quite constant. There was two good months in May and April, but it's (in my opinion) the MoMa effect. However, it's still a shame that the numbers are so low, when you see for example how much a kickstarter can bring to some projects (which, often, are less interesting than DF)
When you see that Stoneheart has had 750k (and that it's some sub-DF with minecraft graphics), perhaps for example multithreading could be delegated, or things like that that Toady can't do alone (and don't have time to).I dunno, Stonehearth had some pretty nice graphics to it. I think the ASCII glory of DF would scare
Gaming industry in a nutshell.weakling graphic whorespotential donators
I can imagine a world being genned from year two (or zero if someone has figured out how), and advancing onward into years with triple digits, possibly even quadruple if the world is just that good.
I already enjoyed DF before the necromancer update last year (oh shit, time has passed), but yeah, that's a point.I can imagine a world being genned from year two (or zero if someone has figured out how), and advancing onward into years with triple digits, possibly even quadruple if the world is just that good.
Only problem in starting from the dwan of the time is the lack of vampires and werebeasts and necromancers. And what is a world without them? Boring.
Otherwise, awesome idea.
Also, you forgot to add me to the player list.I know ^^
WHEEEEEEEEEEEEI missed at least two people, you could be number 50.
I'M FORTY-SEVENTH!
I believe I am first, so what shoul di do, should I adventure or fort first? decisions decisions.Actually, you're second, I'm first.
EDIT: also can I take another spot? I wanna have both the first and one of the last worlds, too see the difference bewteen the new eworld and hte hellish cuthulu ridden death that bay12 has made onto that world.
I will LOVE THAT! imagine a bunch of pale dwarfs, and then we expoose the entire cavern with the light of day and watch them BURN! :DDwarves spontaneously combusting? Just a normal day in Dwarf Fortress.
Hey, mind if I join if this thing ever gets off the ground?^ This
On a similar topic, does anyone have guesstimates for release date?This has been asked so many times on the Future of the Fortress thread, and on so many other threads, that honestly I think that any further speculation has become moot.
I would also definitely like to be included if this ever starts up. SO MUCH AWESOME! Might take awhile to do a full rotation with fifty players on the list, so perhaps this thread could be split into, say, ten child threads with links to this one? They would all have the same basic premise, and they could start out as the same world, but then would be shaped and changed by the players. It would be cool to see how much we could influence history.
On a similar topic, does anyone have guesstimates for release date?
Are we gonna have A graphics pack? because I haven't had DF in ASCII in so long I forgot how to read it.If you want to put one in when it's your turn, I'd say go ahead.
Im theProbably.firstsecond person, I don't know if I'd anger the entire player pack by doing that :P
Bump.
I imagine there will be several adventure mode succession games running after this release. The Museum game is so much damn fun as it stands, and with bugs like wildlife populations going extinct during adventure mode play and town populations being infinite having been solved, it's going to be possible to keep games going strong for much, much longer without running out of things to slaughter.Yeah, I imagine this will start with a single fort being founded just out of tradition, and then crazy adventurer antics abound for years in-game until someone is finally done with it.
My first objective will be to pick one town on one of these games, and slaughter the entire population, maybe even by assassinating lone individuals without witnesses. And escape whatever mob comes after me by climbing onto the roofs and jumping between buildings. Then throwing coconuts at them.
:PIt could even be DF2014... We don't know how long it will take for The Almighty to complete his plans for the next release.
IIRC, he mentioned in the latest DF Talk that he's aiming for a march 2013 release... I think that's him being way too generous, but still. 2 months to go! :D
Posting to watch.
Edit::PIt could even be DF2014... We don't know how long it will take for The Almighty to complete his plans for the next release.
IIRC, he mentioned in the latest DF Talk that he's aiming for a march 2013 release... I think that's him being way too generous, but still. 2 months to go! :D
I'll create a fort filled with twisted passages and horrific machinery...
But no pigs. No pigs. Maybe no dwarves by the end of it :P
I'll create a fort filled with twisted passages and horrific machinery...
But no pigs. No pigs. Maybe no dwarves by the end of it :P
It's hard to replicate Amnesia in a top-down game, you know.
After like the first 6 turns or so, every migrant wave will be filled with vampires, necromancers, were-beasts, and dwarves that are actively on fire.
I guess the answer is yes, but someone remind me - does retiring as an adventurer in a retired (e) fort make you a citizen of that fort when switching to fortress mode? (and can companions retire, too?)
Because if so, then it could easily result in some nifty symbiosis of sorts.
Of course people probably have much better ideas than that, but still.
I think so, from what I can remember in one of the DF Talks.
< builds huge wall around fort, making sure no evil adventurers come in and science up the place/ burn to ground.
Well, my instinct tells me that unless Toady gets struck by a strange mood, it's a good idea to rename the title to DF2014.I'll wait at least until Christmas before doing that.
If he releases it on Christmas, I might as well give him a cookie.+1, but cakes are better
If he releases it on Christmas, I might as well give him a cookie.+1, but cakes are better
Man if this turns out to be possible I'm so in.Well, since we'll be running a real-world timer for turns, anything that results in FPS death will likely just be retired, and the stuff from the retired fort will just immigrate to new people's forts.
... once the people ahead of me on the list are dead of course.
Can I recommend modding the game for better FPS? It shouldn't take long to do, but will help avert the anti-climatic death of many otherwise legendary forts.
Also when the nemesis bug inevitably shows up Armok help us all.
What happens when we inevitably unleash hell, get overrun due to inadequate prep, and let the demons just migrate into the fort next door?Well, then we just try to handle it the best we can for as long as we can.
How many people have signed up? If enough people have, and the turns are too long, the next version will be out before it gets to me.Something on the ridiculous range.
That actually seems like a very efficient way to go about it.
I like that idea a lot too.
In part for preparation of restoring governments after completing insurrections and otherwise turning over sites to other people, but also just for the mess of village-to-village fighting, you can now claim a site when you are there. Which site claims from which entities take precedence in a given site should be pretty complicated later on, but it's not time for more complications, so the recognized claim (for purposes of diplomacy and site disputes and displacement after invasions and all that) is just based at this point on who is physically holding the main building (whether that's a keep or a mead hall). A neighboring site entity maintains old grudges and other diplomatic info with a site entity even when it has lost its site, but the neighbor won't act on that for the time being, and the newly recognized site entity will be the one it now treats with. Regular citizens have their various factional loyalties (which we'll work with as we head into more insurrection notes), but they basically don't care who is in charge as long as the new leaders aren't real trouble (like goblin occupiers). That said, it's quite possible for this release that there'll be enough variety that you'll have more trouble taking over a site where citizens appreciate the current leadership more than average, since they'll be willing to jump in.
In order to make a claim, you have to tell somebody else about it, since an entity can't just exist in your own mind (although there might be reasons for something like that later, to establish rules for retired hermits in a ruin or something). Once you state a claim, you become the leader of a new site entity based on your current culture, but it is meaningless (other than as a new rumor) if you don't take the main building from the previous owners (at which point you get a handy announcement). What you do with control of the site is going to be up to you, in a few limited ways anyway. Once you've got a successful site claim, if you don't just want to retire, you'll be able to pass it off to a subordinate or give it to your former leader to handle as they please. Or you can run around the world with some of your own guards (in which case you'll probably lose the top site claim shortly after somebody looks your town's way).
In this simplistic system, the overall power of people is basically determined by the total population after considering the number of abstract tribute relationships they maintain. Note that taking over a site doesn't necessarily involve killing everybody in the main structure -- the upcoming plan is that if they yield, they can become regular citizens of the new entity, or if they run (or are sent away), they'll become bandits (taking their old entity and its site claim with them). You should also be able to leave a defeated leader in charge without ever making a site claim of your own in the first place, forcing them to send (abstract) tribute to whomever you want (including one of your own site entities elsewhere) for as long as it takes them to reassert themselves and break the agreement. So yeah, it still needs work, but it should be reasonably fun to mess around with even in its current form.
"Once, we knew words other than that pertaining to war. Words like, loaves, and grapes, and peace and love.
We knew of words like luxury, vanity, greed. We still know the phonetics, but, cowering in our walled off holes, the meanings are unattainable. Almost as if fanciful-like notions.
There were two eras. One, where we dwarves prospered, engorged on the very bones of the earth with nary a single thought. Our hunger was unrivaled. All lesser races before us were pushed aside and dispatched aggressively and effectively when ever they barricaded us from our endless feast. Our birthright. And then, when our power reached it's final height? When we thought we had slain fear itself and so pompously thought our adolescence as a god-race was nearing an end; We chipped away at gaia's very soul itself! This hubris lead to the age of the clown and all was dragged, kicking and screaming back into darkness.
Do not resist this bizarre new world order, my child. Dare not! No matter what your naive heart tells you; This is not the age of the Dwarf. This is not the age of the adventurer. Those were the days of loaves and grapes. This is the age of fires, this is the age of plague and floods and pillars of salt! This is the age of the Clown!"
Christmas or early next year, for sure.
And even if it went on into 2015, then I'm sure the wait would be worth it.
Re: DF2014: it's pretty much confirmed by now. (Succession world)Woah duuuude, don't rush it. We still have two days left maaaaan.
The reason I'm asking is that one of the rules mentioned early on in the thread is "No hiding stuff".Oh, right, forgot about that.
Does putting lignite in a (magma-safe) bin and then temporarily submerging it in magma still equal eternal fire?
I think it still does. I don't think he's fixing that bit.Does putting lignite in a (magma-safe) bin and then temporarily submerging it in magma still equal eternal fire?
Who is the derrotist that changed the thread title? DF will come in 2013. Even if its one second away from midnight.I did, and I sincerely hope that I'm wrong, because I want to play it.
Anything else is heresy.
The reason I'm asking is that one of the rules mentioned early on in the thread is "No hiding stuff".Oh, right, forgot about that.
I can see a dragon traveling around collecting artifacts too.
There shall be Koboldicus, the kobold slayer of kobolds.There shall be Koboldslayerofkobolds-icus, the koboldslayer slayer of screw-your-stuff.
I can see a dragon traveling around collecting artifacts too.Oh and a guy who pretends to be a dragon.
Ha! You stupid /Heroes/.
Don't you know? There's no money in Troll King Slaying! Money you'll ever bring back alive, at least.
Nah, The money is in /connectivity/. Tans-port-a-tation. I'm talk'in Railroads!
I'mma set up small 1x16 embarks, that interlock, and build minecart tracks to all the great destinations when they pop up! That's where I, Lord ShapphireRidge the I, will make my fortune!
Now if only I can find a way to make sure those pesky goblin banditos don't steal my tracks ...
Anybody wanna bet that Toady releases DF2013 at 11:59:59 Seattle Time?Sure, and I also bet that he is a timelord.
Anybody wanna bet that Toady releases DF2013 at 11:59:59 Seattle Time?
You know what would be funny?
If it turned out that Toady actually secretly completed the release already, and is planning to release it on New Year's Eve.
The only thing that supports this theory even slightly is him being nearly done, though.
FAKE EDIT: Actually, the recent lack of development logs could also be him putting all of his time into working on the game. The Future of the Fortress reply probably took up a lot of time, though.
You'd power the minecarts by pushing them, preferably. No mechanisms involved, just muscle power. You can probably do that indefinitely. However, having tunnels/bridges across the tracks or not even touching the surface at all wont help caravans get through: the AI are almost certainly just going to look at the boundaries of the fortress you claim by embarking and refuse to go anywhere inside that boundary. It would take too much resources to have the AI actually try to path through the embark.Well, even if caravans and armies are out of luck it would be nice if an adventurer could cross the tracks easily without having to find a train station.
Also, opening paths are only possible in an active fort. When the site isn't loaded, the armies likely treat it as one big, solid obstacle.
Who is the derrotist that changed the thread title? DF will come in 2013. Even if its one second away from midnight.
Anything else is heresy.
Why not set up impulse ramps at each edge of the embarks, which would accelerate the minecarts to jumping the track, coming to rest on the next set of tracks , the next embark over? Each embark square is 48 fortress squares wide. So long as you can make a jump arc reaching its highest point 25 fortress squares horizontal to the initial jump ramp, an an adventurer riding a minecart will be able to traverse the remaining 25 fortress squares and be re-captured by tracks 2 embark squares away. Wash, rinse, repeat and you'll give armies and other traveling types enough ground to journey across while also having a set of contiguous tracks cutting perpendicularly to that flow.Until I read this I thought it would be impossible to build rollercoasters out of multiple fortresses because you aren't allowed to build at the very edge of the map.
...Except in the extra areas created by building upwards won't be preserved between sites.I don't understand that. Please explain.
For all you'll know, you're going to be launching adventurers right into the trunk of a great oak tree at 75kph.I don't see the problem. If we set up two fortresses two sides away from the gap, we should be capable of creating a device that will flood one end of the gap with lava and the other end with water, obsidianizing the gap, not stopping armies from crossing the area.
But those trees would still be as tall as ever, and even if you obsidianized them all the way to the top, there'd still only be one z-level above them, not enough to make a jump and it would be too long to coast over.
Or we could forgo the FPS-nuke and just build some kind of Great Wall of Dwarfdom with the railroad on top, and many bustling fort-cities within. With other spoke railroads crossing the inside.+1
+1Or we could forgo the FPS-nuke and just build some kind of Great Wall of Dwarfdom with the railroad on top, and many bustling fort-cities within. With other spoke railroads crossing the inside.+1
That seems reasonable. Wall off a nice, secluded valley and fill it with wonders.
You're all discussing plans for grand multifort megaprojects and I'm just here like :O
I'm already setting up the "Minecart Tycoon" railroad game and am currently running a game where people embark on 1x1 embark fortresses to create a single city block in the mountainhome of the island where Twoflower the tourist lives.Remember, no modding in this succession world, so if you've modded in omnicidal suitcases, you can't transfer the save.
Still hoping for the testing cycle to start this month...
In before....DF2015...Oh, it's not that bad.
I remember hearing something about plans of a "World Forge" built within a volcano. (basically a giant metalworking/smithing/crafting workshop)Yeah, that was my idea, but I'll probably want to use up my turn mostly for initial world exploration and cartography, so someone after me will likely get to it.
So maybe that?
I remember hearing something about plans of a "World Forge" built within a volcano. (basically a giant metalworking/smithing/crafting workshop)Yeah, that was my idea, but I'll probably want to use up my turn mostly for initial world exploration and cartography, so someone after me will likely get to it.
So maybe that?
But I'll do something worthwhile for my turn.
You guys should start it really early in history, so that the only sites in the game are player-made. Bonus points for killing everyone in the dwarven AI settlements once the first playermade fortresses are up and running.I was planning on year 2 to be the starting point.
We only really need one for new necromancers to spawn, so that sounds fine.I figured this was a given.
Also, I will be most amused if someone decides to get every dwarf to become necromancers. Assigning a necromancer as butcher would be hilarious.
I'd say the latter. The former isn't something you would think about without someone else mentioning it, though it is funny, but the latter is something that would occur to your normal thought process. (Unlike Necromancer Butchers)
I would very much like to know what your "normal" thought process include.Someone should sig this.
I'd say the latter. The former isn't something you would think about without someone else mentioning it, though it is funny, but the latter is something that would occur to your normal thought process. (Unlike Necromancer Butchers)I would very much like to know what your "normal" thought process include.Someone should sig this.
I've still been sorting through the details of how the abstraction level switches are going to work for AI site claims (which I was starting before the holidays intervened), but I think I have a plan through it all now. We finished about half of the notes in December, so theoretically we can complete them this time around, though nuggets like this current barrier are the sort of things that mess up my estimates consistently. Tonight I'll be watching people yell at each other and then rudely interrupt them by moving the camera, and then go back again, and so on, until they end their situation properly regardless of how I mess with the zooming or camera location.
We should mod some of the more famous Bay12ers as megabeasts.
I'm all for the Great Golden Wyrm and The Master of Cheese. *shrug*
We should mod some of the more famous Bay12ers as megabeasts.Maybe for the secondary world where we just mess around.
I'm all for the Great Golden Wyrm and The Master of Cheese. *shrug*
Maybe an entire race of semi-randomly generated beings called Xantalosians?
If such a thing is possible; I am no modder :P
And at least one of the Forumites has to be Highmax.
Semi-random generation defined by raws is not in yet, and will not be in the next version. Night trolls, demons, titans, forgotten beasts, bogeymen, etc. rely on hard-coded stuff, not raws.
He's still going over the notes, and part of the notes is obviously getting the new conversation system, reputation, and personality stuff to make sense. He did those rewrites a while back, he just wants to get them into acceptable shape. You wouldn't go to a job interview naked and unbathed, would you?You don't?! I gotta rethink my life :P
This explains so much.He's still going over the notes, and part of the notes is obviously getting the new conversation system, reputation, and personality stuff to make sense. He did those rewrites a while back, he just wants to get them into acceptable shape. You wouldn't go to a job interview naked and unbathed, would you?You don't?! I gotta rethink my life :P
Seeing as its been so long, we should check to see who's still in and refresh the turn list.Do you mean that everyone who's in should say they are again? Because if so, I'm in.
Yes. When this finally comes out, we don't want to have a big mess of trying to determine turns when people who signed up ages ago have disappeared or are no longer up for it.Seeing as its been so long, we should check to see who's still in and refresh the turn list.Do you mean that everyone who's in should say they are again? Because if so, I'm in.
Yes, and your point is? All I said was that it's funny...?I wasn't criticizing you. :/
Yes, and your point is? All I said was that it's funny...?I wasn't criticizing you. :/
Also, I'm still in this, just so you guys know.You are, after all, the one ho started this thread.... The question is, why wouldn't you be in it?
why wouldn't you be in it?Mastahcheese, OP cancels make game: Went insane
Let's avoid this if at all possible.why wouldn't you be in it?Mastahcheese, OP cancels make game: Went insane
Mastahcheese, OP has gone stark raving mad!
And you can actually talk to some creatures and they won't just pummel your face!But... the pummelling of faces is adventure mode!
And you can actually talk to some creatures and they won't just pummel your face!But... the pummelling of faces is adventure mode!
Gentleman, please!Oh yeah. The whole site claim thing is going to be unbelievably awesome.
Clearly the essence of adventurer mode will soon be to make cities kneel before you.
The other DFSWs were disappointing, what with the overambitious nature, the gigantic outdated turnlists, and all the gamebreaking bugs. I don't know about you guys, but I think I'll remain cautiously optimistic.Being Dwarf Fortress, it HAS to collapse into a steaming pile of bugs and save corruption at some point. For me, what really makes a this succession world exciting is that the world won't be static any more.
Well, yeah, the idea was to keep a turn list, and then when someone is getting ready to finish their turn, they announce that they're almost done.
At that point, people who will be available for the next turn say so, and then when the turn is actually done and ready to be transferred to the next person, whoever is the highest on the turn list of those who called out for it gets their hand at it.
And we'll probably send a PM to whoever is on the very top of the list, to let them know as a formality.
At that point, I believe that we should make a new thread, to make it easier to manage, and put a link about it in this thread (both in the OP and latest post).+1
Mastahcheese, the OP still refers to DF2014 as DF2013. That should probably be fixed.
Mastahcheese, the OP still refers to DF2014 as DF2013. That should probably be fixed.
People actually read the OP these days?
MADNESS!
Mastahcheese, the OP still refers to DF2014 as DF2013. That should probably be fixed.
People actually read the OP these days?
MADNESS!
You just said you went back to read the OP a few days ago!
Well, getting the dwarves extinct isn't exactly the hardest thing in the world, you just couldn't do it at any young year.
But if we went for a long world gen, then we could achieve that.
[BUMPING INTENSIFIES]
Chances of release this month are still there,if dwindling. Worst case scenario, it'll be the best gaming summer to date.
Heh, you North-Hemispherians and your inverted seasons...
Heh, you North-Hemispherians and your inverted seasons...
No, you South-Hemispherians and YOUR inverted seasons...
This lends itself to a lot of storytelling potential, of an adventurer with a mission that only gods can truly understand...
Something like that.
Can't wait though. I hope this is the month now. It's definitely much more likely than it ever was.
If the new version gets released and I still don't have my home internet back, go on without me.
So we have DF2014 next week... My country will get an international premiere of Lazer Team...
Is it, like, Christmas?
So we have DF2014 next week... My country will get an international premiere of Lazer Team...
Is it, like, Christmas?
Summer Christmas, pretty much.
Do you know what I did last Christmas? Made a snow angel :P Then snowmen for everyone.So we have DF2014 next week... My country will get an international premiere of Lazer Team...
Is it, like, Christmas?
Summer Christmas, pretty much.
I'm Australian. Every Christmas is summer :3 ((And always. FUCKING. POURING WITH RAIN.))
The turn list hasn't been touched in almost a year. Perhaps we should make a new one. Actually, I'm for starting a new thread for the succession world. What say ye?
Well if there's a new list, I want on it (please||apparently I wasn't on the other one '^^)~
Yes, we need a new list. As for turn length, I think a week or so real-time would be good... maybe less than a week, considering the amount of people that will be on the list (including myself). Don't much care about worldgen parameters, though personally I think we should have the biggest size world possible.
Looks like someone else just started a succession world. Well that's frustrating. I may just go ahead and start one now myself anyways.
ALL RIGHT PEOPLE
Like apiks said, there are games for those who cannot wait. I would REALLY prefer to wait until anon-radioactivestable version is out to start this, I think we can wait for Toady to hammer out the bugs just a little longer.
That said, I will not have Internet anytime soon, and since Glloyd is about to explode, I'll let him make a new thread for the new world.
I do think that we need to pull up the old turn list, and take role call (we've kinda already been doing this)
It's almost time to strike some earth, people.
Spoiler (click to show/hide)
And a lot of new people (myself included) have gotten on since then. I think we should just make a new list.+1
And a lot of new people (myself included) have gotten on since then. I think we should just make a new list.+1
Also, I doubt GWG will be joining.
Yeah, a new list may be in order.
Uh. I dunno if we're supposed to post we want a go or what, so I'll just say I want a go now.+1
Bro, I don't even have home internet still.
I'd like a turn, though I'll be absent from next Monday to next Wednesday, so skip me if my turn happens at that time.
Oh, right. I forgot about the waiting thing.I'd like a turn, though I'll be absent from next Monday to next Wednesday, so skip me if my turn happens at that time.
Added, it probably won't though, depending on how long Toady takes to fix some of the major crashes, and optimize the calendar part.
Sign me in.
where si the new list?
Well, i'd like to be in, but i need time to test the new version ! It was just 24 hours ago !
I'm in.
Btw. We had list done earlier, why are you making new one?
I volunteer to be dorfed, although I won't overseer
I volunteer to be dorfed, although I won't overseer
I volunteer to be dorfed, although I won't overseer
:P
This is mainly an adventure succession world, not mainly Fortress related.
Edit: On thinking, it's kinda more fortress and adventure. But still, not completely fortress.
Can I have a slot on the list? I imagine with my luck it will be December before I get a go though :P
It still seems a bit unstable, let's give it another few days?Yep.
Either make a new thread, or put a link in the OP to when the game actually starts. However, with mastahcheese gone, it would be easier to just make a new thread.This.
New thread +1Either make a new thread, or put a link in the OP to when the game actually starts. However, with mastahcheese gone, it would be easier to just make a new thread.This.
Yeah, I linked that a few pages back.I found two old links/lists you posted, but both were to a copy from page 11. Mine was last updated June 2013 and is on page 42.
Here's the list we're using now (http://www.bay12forums.com/smf/index.php?topic=121140.msg5451461#msg5451461), I'll be setting up a new thread probably after the next update if people are cool with that?
It seems that Toady crushes one bug and two more pop up.Apparently coding DF is equivalent to slaying hydras.
I think that we should wait a wee while yet.
It seems that Toady crushes one bug and two more pop up.
I think that we should wait a wee while yet.
Coding is equivalent to slaying hydras.
-bump-Actually, Toady has reached the point where saves are compatible with updates, so I'd be for starting this for real, and simply moving the save of it to updated versions as the game goes along.
So we have been planning this for 73 pages.. Is there an indication on when this will start?
-bump-Actually, Toady has reached the point where saves are compatible with updates, so I'd be for starting this for real, and simply moving the save of it to updated versions as the game goes along.
So we have been planning this for 73 pages.. Is there an indication on when this will start?
I think it has reached a sufficiently stable point.
I can put a poll on it, if people would like.
*Hopes Mastah can, if only to watch the Catsplosion in his chosen world*I could go to the library to start this, but I think it would be better if Glloyd started it.
*Hopes Mastah can, if only to watch the Catsplosion in his chosen world*I could go to the library to start this, but I think it would be better if Glloyd started it.
I can always bring the cats later.
That said: I formally authorize Glloyd to begin the Succesion World
Please link to the new thread when ready, sire.
NECRO!!!but why
NECRO!!!
NEEEEEEEEEEEEECROOOOOOOOOO!!!!!!!!!!!!!!!!!!!!!!!!!!!!!