Bay 12 Games Forum

Dwarf Fortress => DF Community Games & Stories => Topic started by: mastahcheese on December 31, 2012, 08:09:22 pm

Title: DF2014: The Succession World! At Long Last!
Post by: mastahcheese on December 31, 2012, 08:09:22 pm
So I had this idea, and I looked around the community forum to try to find a thread on it, but I couldn't.

So now that we're going to have worlds that continue to grow even as we toil on our forts and the lives of our adventurers, and forts that can be left to work on unrelated matters, we should start having entire community worlds, that span across decades and beyond of in-game time, jumping from forts that span across the whole globe, connected by the wandering persuits of various adventurers.

Think of it, someone could be playing in one fort, then transfer the save over to another player, who runs a completey different fort on the other side of the continent, 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 seige.

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.

So who's with me? DF2013 DF2014 as the succession world project

UPDATE:

The game has been started by Glloyd here (http://www.bay12forums.com/smf/index.php?topic=144118.0).
Title: Re: DF2013: The Succession World?
Post by: wer6 on December 31, 2012, 09:58:58 pm
*raises hand*
I in.
Title: Re: DF2013: The Succession World?
Post by: NAV on December 31, 2012, 11:36:40 pm
There are already a few succession worlds (mostly for adventure mode), but in 2013 they should be able to last indefinitely. And be way more lively.

Good idea Mastahcheese.
Title: Re: DF2013: The Succession World?
Post by: Kalemyr Skyfire on January 01, 2013, 01:09:35 am
Nice idea.

Im in.
Title: Re: DF2013: The Succession World?
Post by: Xantalos on January 01, 2013, 01:44:25 am
I like this idea.
Title: Re: DF2013: The Succession World?
Post by: eharper256 on January 01, 2013, 05:00:02 am
The best part is that all the forts people have created continue to run even if no player is interested in them. I'd certainly be interested in starting such a succession when DF2013 is out too.
Title: Re: DF2013: The Succession World?
Post by: peregarrett on January 01, 2013, 07:40:37 am
Yes, I had this idea too!
Say, each of players makes a fortress for a year or two, then leaves it on its own and passes save to next player. And later each player gets his fortress back and gets pissed of how their nice places turned into mess! And has his time to fix it.
Title: Re: DF2013: The Succession World?
Post by: Yuli Vlasi on January 01, 2013, 07:41:39 am
Sounds great, I'm in.

ME
!!AND MY AXE!!

(EDIT: what the hell was i thinking when i wrote this? :D)

EDIT: It would take alot of time and recources, but somebody could wall in entire cities using fortresses. If Toady ever intruduces road pricing...
Title: Re: DF2013: The Succession World?
Post by: Broken on January 01, 2013, 10:35:47 am
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...

And you can make Multifortresses building several adyacent fortresses joined though the caverns, Moria style, With populations of thousands.
Title: Re: DF2013: The Succession World?
Post by: Slothman400 on January 01, 2013, 11:44:24 am
There is something else you could do with this: embark on a half terrifying glacier, then build an ice wall to separate the terrifying and not terrifying parts. Create forts on either side to do the same. Continue until you have The Wall from Game of Thrones.
Title: Re: DF2013: The Succession World?
Post by: wilsonns on January 01, 2013, 11:48:40 am
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.
Title: Re: DF2013: The Succession World?
Post by: Raul on January 01, 2013, 11:52:30 am
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.

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
Title: Re: DF2013: The Succession World?
Post by: GreatWyrmGold on January 01, 2013, 12:38:05 pm
I was planning to do something like this, yes. If someone else starts one, I'll join.
Title: Re: DF2013: The Succession World?
Post by: Delioth on January 01, 2013, 01:07:29 pm
I must get in on this as well... I'm wondering how the game would track the mountainhome position with multiple player forts... Would it get transferred to the next fortress that meets the qualifications, or would you have to surpass the previous mountainhome?
Title: Re: DF2013: The Succession World?
Post by: Yuli Vlasi on January 01, 2013, 01:09:40 pm
Quote
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!
EDIT: I wonder how often those LotR references were already made. Probably way too often to be funny anymore.

By the way, how are we going to organize this? One year turns on each fortress? What about adventurer turns?
I guess mastahcheese is the boss now.
Title: Re: DF2013: The Succession World?
Post by: antlion12 on January 01, 2013, 10:30:56 pm
Consider me interested.
Title: Re: DF2013: The Succession World?
Post by: aussieevil on January 01, 2013, 10:38:04 pm
Yes sir!
Title: Re: DF2013: The Succession World?
Post by: Wolfy on January 01, 2013, 10:43:21 pm
Me to, never done one before
Title: Re: DF2013: The Succession World?
Post by: mastahcheese on January 02, 2013, 12:22:17 am
Well, if I were to do the turn, I would probably have them work on real-time scales, rather than in-game years, due solely to the fact that while a year in fort mode is possible in less than 24 hours of real time, trying that in adventure mode would take a massively longer time-frame, and since some people would undoubtably want some adventure time(no pun intended), it would probably work best by limiting turns to real-time spans, I'd say greater than 24 hours, but less than a week.

Rules could always change, however, we still have months to go.
Title: Re: DF2013: The Succession World?
Post by: Yuli Vlasi on January 02, 2013, 10:40:22 am
I agree, real-time turns sound more reasonable to me.
Title: Re: DF2013: The Succession World?
Post by: wer6 on January 02, 2013, 01:47:55 pm
Exactly: and Another thing is: one of the adventurers might peirce into the fortress and kill everybody.
Title: Re: DF2013: The Succession World?
Post by: mastahcheese on January 02, 2013, 07:30:01 pm
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.
Title: Re: DF2013: The Succession World?
Post by: Yuli Vlasi on January 03, 2013, 09:13:25 am
We shouldn't mess to much with the creations of others without their permission, but where is the fun if we don't interact with each other?
We need challenges and competitions maybe even some sort of factions. If everyone just abandons the last fort and starts a new one instead of implementing the others work into his own atleast somehow this is going to be boring.

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.

We could create whole squads of completely overpowered adventurers and transfer them from one fortress to the other if requested. The other adventurers could join you as companions so you can raid those new elven villages and slaughter everything in your path together. Somebody could embark with tons of building material only to build something like a tavern were we store our greatest treasure. We can massproduce necromancers, lure all the animated monsters to the same site and drop them there as throphies. If we are willing there are thousands of possibilities.
Title: Re: DF2013: The Succession World?
Post by: TheKaspa on January 03, 2013, 10:22:29 am
Not sure if I might be able to partecipate, but looking forward to it.
But I also would like Talvieno as the World Bard.
Title: Re: DF2013: The Succession World?
Post by: wowie on January 03, 2013, 02:07:01 pm
I'd be interested, if only to see how much FUN I add to the world. :)
Title: Re: DF2013: The Succession World?
Post by: StLeibowitz on January 04, 2013, 03:00:10 am
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?
Title: Re: DF2013: The Succession World?
Post by: Orange Wizard on January 04, 2013, 04:08:33 am
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. It's best not to, though, because Project: Fuck The World [version DF2013] sounds like a massive waste of resources and FPS, and will make everything very ‼FUN‼ for everyone else. Disregard this. I forgot I was on Bay12.

<section break!>

I'll join or participate or post occasionally or make semi-unrelated lame jokes or whatever. This sounds like it will be very cool.
Title: Re: DF2013: The Succession World?
Post by: Jimmy on January 04, 2013, 07:08:24 am
It's funny how close this idea actually gets to becoming a real multiplayer game.

When DF was in the early stages of development, I thought for sure it would be impossible to have any kind of multiplayer experience aside from swapping saves around.

Then lo and behold, we have the game able to allow us to construct independent forts and keep them running while they're not being actively played.

Seems like such a small step to take this to the next level of a devoted world server where players log in to their forts.

While it won't happen, the realities of what are coming are still such an amazing development in the game's features.
Title: Re: DF2013: The Succession World?
Post by: wowie on January 04, 2013, 05:31:27 pm
Somewhat offtopic: Dueling with adventurers would be fun.
Title: Re: DF2013: The Succession World?
Post by: Volfgarix on January 04, 2013, 05:54:03 pm
mastahcheese, this is really good idea, I join.

Edit: Maybe we will can pour magma at the whole world?
Title: Re: DF2013: The Succession World?
Post by: apiks on January 04, 2013, 06:40:17 pm
I'm in. No way I can miss out on this good idea.
Title: Re: DF2013: The Succession World?
Post by: BronzeAge on January 05, 2013, 03:03:32 am
Jumping on this before the list gets gigantic.
Title: Re: DF2013: The Succession World?
Post by: Absolutis on January 05, 2013, 07:31:46 am
If you won't mind a noob, I'm in.
Title: Re: DF2013: The Succession World?
Post by: mastahcheese on January 05, 2013, 09:10:51 pm
Maybe we can pour magma at the whole world?!!!
Fix'd that for you.


EDIT: Oh yeah, when the new version actually comes out in March or whenever, I think when we gen the world, we should use advanced world generation, not only to allow for a start year of two, but also to fine tune it for the best enjoyment.
I think a smallish world would be best, so that things wont be crossing multiple continents, and we could walk from one side of the continent to the other in about a week of adventer time-scale, so that you can reach more of people's creations faster.
I also think that caves should be set to visible, not just so we can reach the underground without skipping through some one's fort, but so that kobolds would be easier to track down, because you all know how they like dwarven artifacts.


EDIT:
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.
If we could actually get Talvieno himself to be that person, that would be amazing and epic. Someone should send him a message.
Title: Re: DF2013: The Succession World?
Post by: Shrimp12345 on January 06, 2013, 12:45:40 am
Sounds...AMAZING. I would join this even if I'm a little newbish.
Title: Re: DF2013: The Succession World?
Post by: TheKaspa on January 06, 2013, 03:12:57 am
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 about using a Dropbox Shared Folder? With this method, everyone who is interested could export to legend and have a look.
Title: Re: DF2013: The Succession World?
Post by: Orange Wizard on January 06, 2013, 04:40:38 am
The logistics of save-management are terrifying. I think it's best if we get Talvieno doing that for us.
Title: Re: DF2013: The Succession World?
Post by: ☼!!Troll Fur Sock!!☼ on January 06, 2013, 05:15:34 am
You have my axe. And my totally lack of skill in this game. Axe + noob = FUN. And we all like FUN, don't we?
Title: Re: DF2013: The Succession World?
Post by: apiks on January 06, 2013, 07:00:52 am
I could potentially manage to create a save system if I got more information on how exactly these forts would work. I could maintain it as well by using internet uploading services and keeping spares on 2 different PCs so that I can reupload if something were to happen.
Title: Re: DF2013: The Succession World?
Post by: Orange Wizard on January 06, 2013, 07:19:29 am
I'm assuming we get turns based on time in real life, to play however we please in the Succession World. Once the turn ends, we upload the save, complete with retired adventurers/fortresses for the next person to use.

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.
Title: Re: DF2013: The Succession World?
Post by: Yuli Vlasi on January 06, 2013, 10:06:39 am
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.
EDIT: We can stilll make plans though. I already came up with some ideas for adventurers.

Somebody should also write down all the stories and events down in case somebody wants to look up something.
Can somebody tell me who exactly Talvieno is? I couldn't find much useful information through Google.

Title: Re: DF2013: The Succession World?
Post by: Nuttycompa on January 07, 2013, 01:11:32 am
What about starting our own little war. Our adventure can act as a commander leading our fort military to cause some !!FUN!! On another player fort :D
Title: Re: DF2013: The Succession World?
Post by: mastahcheese on January 07, 2013, 11:27:08 am
Somebody should also write down all the stories and events down in case somebody wants to look up something.
Can somebody tell me who exactly Talvieno is? I couldn't find much useful information through Google.
He's not on google, he's another person on the forums.
Title: Re: DF2013: The Succession World?
Post by: Yuli Vlasi on January 07, 2013, 01:04:45 pm
He's not on google
Welll, I found this Dwarf Fortress related blog full of beatifully written poems called Talvi's Place through Google: http://talvieno.tumblr.com/
The poems. Goooood stuff.


Title: Re: DF2013: The Succession World?
Post by: SilverDragon on January 08, 2013, 02:12:40 am
I hope you don't mind if another noob joins in with this idea?
Title: Re: DF2013: The Succession World?
Post by: Yuli Vlasi on January 09, 2013, 10:02:44 am
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.

The List:
Spoiler (click to show/hide)

EDIT: Are we just waiting for the release now?
Title: Re: DF2013: The Succession World?
Post by: TheKaspa on January 09, 2013, 10:45:38 am
We could start deciding if we prefer a Fortress or an Adventurer first, but since we cannot generate a world, yes, we have to wait.

Or, we could pick the founding seven, and prepare dorfing for the others in the next migrant waves.

EDIT: I want to partecipate, but as a dorf, not as an overseer
Title: Re: DF2013: The Succession World?
Post by: Talvieno on January 09, 2013, 11:10:32 am
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).
    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.
Title: Re: DF2013: The Succession World?
Post by: Yuli Vlasi on January 09, 2013, 11:52:58 am
Updated the list.
Title: Re: DF2013: The Succession World?
Post by: TheKaspa on January 09, 2013, 01:21:36 pm
Not sure if this is doable, but what about something like "duergars (http://en.wikipedia.org/wiki/Duergar_(Dungeons_%26_Dragons))", dwarves that are not able to survive outside?
Title: Re: DF2013: The Succession World?
Post by: Yuli Vlasi on January 09, 2013, 02:00:49 pm
Are you talking about the duergar appereance or they unability to survive outside? The second one would make embarking really hard.
Title: Re: DF2013: The Succession World?
Post by: TheKaspa on January 09, 2013, 02:25:06 pm
The unability.
Yes, I was referring to the ability to actually embark directly in the underground.
Title: Re: DF2013: The Succession World?
Post by: Bloax on January 09, 2013, 02:50:32 pm
If someone wants a die-hard adventurer, you have my banana sword.
Title: Re: DF2013: The Succession World?
Post by: wer6 on January 09, 2013, 02:58:32 pm
Huh...I am second...I did not expect that I will be second in my first succession game :D
Title: Re: DF2013: The Succession World?
Post by: Glloyd on January 09, 2013, 04:56:47 pm
This sounds awesome. Sign me up.
Title: Re: DF2013: The Succession World?
Post by: Orange Wizard on January 09, 2013, 05:19:48 pm
Delete the brackets for my entry, please. I definitely want in on this.

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).
    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.
You could use Filebeam (http://filebeam.com/) instead of mediafire.

The idea of evil dwarves seems cool, too.
Wait... Evil dwarves == Holistic spawn!?
Title: Re: DF2013: The Succession World?
Post by: mastahcheese on January 09, 2013, 06:54:04 pm
I don't think we should mod out a game that hasn't even been released yet, but the idea of dark dwarves would be nice for people who just want to fudge with other people.
Wow, this IS starting to sound like a multiplayer game, now.

Also, Woo! We got Talvieno here, hopefully by the time this is released, you might have something to help you out with that, and good luck on your projects!

I getting kinda worried that someone will end up rendering all the non-dwarf races extinct by year 20. But if that happens, I guess we could mod in the ability to embark with them and re-start the dead race. Which sounds totally awesome, by the way.

I wonder if we could get Corai in here to make a kobold adventurer?
Title: Re: DF2013: The Succession World?
Post by: wowie on January 09, 2013, 11:46:01 pm
(I have no access to mediafire anymore).
You could use Filebeam (http://filebeam.com/) instead of mediafire.
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.
In other news, I will have to wait about 3 to 4 months for my turn to arrive, after DF2013 is released, assuming that all that are ahead of me use their full 7 days.
Title: Re: DF2013: The Succession World?
Post by: Insanity X on January 10, 2013, 12:46:42 am
I'd like in as well
This seems like a great idea for my first succession game
Title: Re: DF2013: The Succession World?
Post by: apiks on January 10, 2013, 02:07:37 am
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.
Title: Re: DF2013: The Succession World?
Post by: Broken on January 10, 2013, 07:13:30 am
Put me on the list.
Title: Re: DF2013: The Succession World?
Post by: Vodrilus on January 10, 2013, 11:49:01 am
I've been vying for a similar thread for quite some time after Many fortress, one world (http://www.bay12forums.com/smf/index.php?topic=103473.0) died of bloated file size (or something).

Count me in!  :D
Title: Re: DF2013: The Succession World?
Post by: Yuli Vlasi on January 10, 2013, 01:14:09 pm
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.
Title: Re: DF2013: The Succession World?
Post by: apiks on January 10, 2013, 01:16:06 pm
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.

Sure. Why not. There's plenty of time until DF2013 itself is released so what's some additional time to wait?
Title: Re: DF2013: The Succession World?
Post by: Yuli Vlasi on January 10, 2013, 01:36:22 pm
Alright, done.
Title: Re: DF2013: The Succession World?
Post by: eharper256 on January 10, 2013, 05:07:26 pm
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.
Title: Re: DF2013: The Succession World?
Post by: Insanity X on January 10, 2013, 05:15:31 pm
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.
I can wait, I'll have a good comp by then instead of this laptop.
Title: Re: DF2013: The Succession World?
Post by: Scootagoose on January 10, 2013, 05:16:37 pm
May I be put on this wonderful list?
Title: Re: DF2013: The Succession World?
Post by: Yuli Vlasi on January 11, 2013, 12:22:37 pm
Done and done. The list is getting pretty long.
Title: Re: DF2013: The Succession World?
Post by: Gavakis on January 11, 2013, 12:30:38 pm
This sounds too good to be true, put me on the list!
Title: Re: DF2013: The Succession World?
Post by: Gavakis on January 11, 2013, 12:32:34 pm
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.

Its most likely not going to be that far away, because Toady said its coming out soon, but what do I know.
Title: Re: DF2013: The Succession World?
Post by: Talvieno on January 11, 2013, 12:50:46 pm
With Toady, "soon" means "within six months, if all goes well". You have to read between the lines, see.
Title: Re: DF2013: The Succession World?
Post by: Gavakis on January 11, 2013, 12:52:06 pm
With Toady, "soon" means "within six months, if all goes well". You have to read between the lines, see.

"But what do I know."
Title: Re: DF2013: The Succession World?
Post by: Raul on January 11, 2013, 09:14:55 pm
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
Title: Re: DF2013: The Succession World?
Post by: Yuli Vlasi on January 13, 2013, 10:50:18 am
I just realized we can have sunberries outside of good areas.
SUNSHINE FOR EVERYDWARF
EDIT: ALSO GNOMEBLIGHT! ISN'T THAT FANTASTIC?!
Title: Re: DF2013: The Succession World?
Post by: TheKaspa on January 13, 2013, 11:12:07 am
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?
Title: Re: DF2013: The Succession World?
Post by: Yuli Vlasi on January 13, 2013, 11:51:40 am
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. Currently you can't grow sun berries outside of a good biome because there's no way you can get the seeds out of your fortress
You can buy sunberries from elven caravans sometimes, but seriously, elves. No way I'm buying that stuff from them.
But that shouldn't be a problem because we can transport them via adventurers in the next version.

As for gnomeblight, it's basically a poison made from a special plant which kills all gnomes it touches. You can have a pit filled with that stuff, throw your gnomes in there and watch them melt or something like that.
Title: Re: DF2013: The Succession World?
Post by: mastahcheese on January 14, 2013, 03:50:53 pm
ALSO GNOMEBLIGHT! ISN'T THAT FANTASTIC?!
It would be nice to see some gnomeblight be properly used for once.

I've been thinking about the dark dwarves, how are we going to distinguish them? Are we going to have them like in dark fortresses or actually be thier own race?
Also, what differences would they have? Obviously they would have the BABYSNATCHER token to make them evil, but what else would make them unique without just replacing the goblins with jerkish dwarves?
Title: Re: DF2013: The Succession World?
Post by: TheKaspa on January 15, 2013, 03:37:31 am
Insufference for light, as I suggested before.
They should appear from caverns, and be very fertile.
Title: Re: DF2013: The Succession World?
Post by: Yuli Vlasi on January 15, 2013, 08:39:42 am
- 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
Title: Re: DF2013: The Succession World?
Post by: mastahcheese on January 16, 2013, 08:22:55 pm
- 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

- visual differences like dark skin (skin made of stone?), white hair and eyes or no hair and/or eyes at all.
This is good, other than the rock skin, we need to have them function the same, as it will basically be a two-side player war, they need to be balanced

- hard to kill, but weak.
Again, balance issues. Same with beard hands.

- playable in adventure mode.
Yes, they would be put in to allow players to fight as good or evil, without any other major changes to their forts' or adventurers' lifestyles.

- are getting bad thoughts from sunlight/good weather in fortress mode. It shouldn't kill them.
I can't think of anyway to do this, unless proper sun-hating will be added in for goblins, and then we might as well just be goblins.

- they make booze FROM BLOOD
No.

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.

Remember that we probably shouldn't mod out the game to much, since it will be just released when we start.
I think that for the dark dwarves, we need to focus on narrowing down ethics, they shouldn't be clones of goblins.
As for the world itself, in the generation process, any suggestions? Possibly change the numbers of good or evil biomes, for example?
Title: Re: DF2013: The Succession World?
Post by: eharper256 on January 17, 2013, 05:49:13 am
Its always good to specify 1-2 large good and large evil biomes, yes.
Title: Re: DF2013: The Succession World?
Post by: Yuli Vlasi on January 17, 2013, 11:32:18 am
- they make booze FROM BLOOD
No.
Sadly, that is exactly what I expected.
Title: Re: DF2013: The Succession World?
Post by: Talvieno on January 17, 2013, 03:38:29 pm
- 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
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.
    You can't have bad thoughts from sunlight any more than you to start with. That's hardcoded in. Making it so dwarves simply can't live aboveground, as well as trying to make them embark underground, is impossible.
    Playable in adventure mode is easy. That's just a line or two in the raws.

Really, I was thinking just regular dwarves, but "evil", as in babysnatchers. Hopefully dark towers/fortresses, which won't be hard - they won't be immortal, so you  get the towers. And then give them dark fortresses as a potential place to live.

Dark skin is doable. I agree completely with Mastahcheese's balance issues. We don't want them overpowered.
Title: Re: DF2013: The Succession World?
Post by: Yuli Vlasi on January 18, 2013, 08:15:15 am
Alright.
Title: Re: DF2013: The Succession World?
Post by: Talvieno on January 18, 2013, 10:19:10 am
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. :-\
Title: Re: DF2013: The Succession World?
Post by: Yuli Vlasi on January 18, 2013, 11:39:01 am
I'm not dissapointed. I completely agree with the idea that dark dwarves shouldn't be overpowered but I do think the beard-hands are a good idea :P
I had the 'booze from blood'-idea because of the barrels full of useless blood the traders bring sometimes. I just thought it needed some purpose. Adding custom items to the game isn't really necessary in my opinion, it's enough too just change the dwarves appereance.
Is it possible to create custom livestock for the dark dwarves? Like naked cave-bears as a replacement for dogs?
http://i.imgur.com/EqDGT.jpg
Title: Re: DF2013: The Succession World?
Post by: Talvieno on January 18, 2013, 12:00:48 pm
It's possible, but it would be tricky... Tricky to the point that no, it's not possible. That's the short version. Here's the long one:

Spoiler (click to show/hide)

Quote
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.

Easiest of all is to change the dwarven symbols, so that the names are different. Instead of the typical names, you could get names related to murder and death, bloodshed, battles, violence and gore. This would have absolutely no effect on balance whatsoever, and would give the game a subtle "dark dwarf" feel.
Title: Re: DF2013: The Succession World?
Post by: Yuli Vlasi on January 18, 2013, 12:58:27 pm
Thanks for explaining the problem in such detail. I should have a look into modding myself, any tips on how I should start?
Title: Re: DF2013: The Succession World?
Post by: Tevish Szat on January 18, 2013, 03:54:46 pm
Been watching this thread for a bit (great idea!), Dark Dwarves could be made distinct from goblins with their ethics: Goblins consider most 'crimes' personal matters at worst, but Dark Dwarves could and likely would be fond of brutal justice for things they don't like, socially sanctioning or even requiring other ethical issues.

I would personally guess "Dark Dwarves" to have ethics along these lines --

Assault: Serious Punishment
Eat Sapient Kill: Personal Matter
Eat Sapient Other: Acceptable (Dark Dwarves can butcher sapients)
Kill Animal: Acceptable
Kill Enemy: Required
Kill Entity Member: Capital Punishment
Kill Neutral: Justified if no repercussions
Kill Plant: Acceptable
Lying: Serious Punishment
Make Animal Trophies: Acceptable
Make Same Race Trophies: Personal Matter
Make Sapient Trophies: Acceptable
Oath Breaking: Capital Punishment
Slavery: Required
Theft: Justified if no repercussions See below?
Torture Animals: Personal Matter
Torture as an Example: Acceptable
Torture for Fun: Justified if no repercussions
Torture for Information: Acceptable
Treason: Capital Punishment
Tresspassing: Serious Punishment
Vandalism: Serious Punishment

Dark Dwarves would thus have a very strong distinction between "Self" and "Other".  Hurting the "Self" gets at least a serious punishment, while harming the "Other" is at worst regarded as something you engage in if no one's going to stop you.  Theft is a... funny issue.  On one hand, it would make sense with dark dwarven ethics to have them seriously punish stealing from other dark dwarves, but the Theft ethic determines whether the civ will send thieves to other civs and steal from them... which seems perfectly in character, taking from non-dark-dwarven settlements if they can.
Title: Re: DF2013: The Succession World?
Post by: Talvieno on January 18, 2013, 06:00:34 pm
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.
    Contrary to what you'd expect, modding entities is a lot harder than modding creatures, simply because there's so much more that can go wrong, and it rarely gives you an error log for what you screwed up. However, it has a lot fewer potential variables... I'd still recommend starting with creatures. Or armor, or something similar. Modding armor gets old fast, though - there's not much you can do with it, and Toady's system doesn't make a whole lot of sense.


@Tevish Szat: Welcome to the thread.
    I still don't like the idea of messing with the ethics too much - it impacts gameplay a lot more than you would expect. For a non-player race, I wouldn't mind, but if we're having the first multiplayer world, it would be unfair if we gave one side a major advantage. Butchering sapients actually makes the game ridiculously easy - there's literally no end of soap and food after the first siege (or ambush, even). You never have to worry about either of them again.
    Then again, it's just my opinion. A lot of people seem to like the idea of dark dwarves being technically evil instead of just flavorfully so.
Title: Re: DF2013: The Succession World?
Post by: Stoutpants on January 18, 2013, 07:20:09 pm
I would also love a turn on a succession world!
Title: Re: DF2013: The Succession World?
Post by: Orange Wizard on January 19, 2013, 03:04:51 am
I think the dark dwarves should be a non-player race, like goblins or Holistic Spawn. Basically, they're the enemy, and I suppose we could work this into the world's narrative.
Personally, I don't want any mods. At all. We're going to be playing something we haven't yet experienced, and you guys are already planning to make changes to it. Why? We don't know much about DF2013, except for a bunch of random details. We don't know how it will all tie in, we know nothing about the experience D2013 is going to give. We shouldn't change something we've never even seen, just because it would be cool.
I like these dark dwarves. I like the idea of them existing in a game of DF. However, I don't want them in our succession world.
It should be vanilla DF2013 we play, not DF2013: The Mod we Invented Because it Sounded Cool At The Time.

Actually, that's not what this post was supposed to be about at all. But it will only be decided by... A POLL!
Title: Re: DF2013: The Succession World?
Post by: Yuli Vlasi on January 19, 2013, 05:01:40 am
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.
Title: Re: DF2013: The Succession World?
Post by: Jimmy on January 19, 2013, 05:46:43 am
If it's anything like the last few big releases, expect it to need major bugfixing after the release.
Title: Re: DF2013: The Succession World?
Post by: Yuli Vlasi on January 20, 2013, 12:54:49 pm
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.
Title: Re: DF2013: The Succession World?
Post by: mastahcheese on January 22, 2013, 07:22:25 pm
i like unicorns
My wife trolled me while I was away from the computer.

I've put up a poll to be the decider on whether or not we should mod the new version when it's released, as Yuli proposed.
Personally, I've voted for no mods, if this is the fort for the first succesion world, it should just be the world that Toady One has crafted for us, not our own design. I love the idea of a player-run war on the forums, but maybe in a different tread. Here, I think we should stick with the basics.
Title: Re: DF2013: The Succession World?
Post by: TheKaspa on January 23, 2013, 02:12:42 am
I second mastahcheese.
While modding Dark Dwarves would be great (and I'd like to playsee a Dwarf-DDwarf war), it's true that it's better to wait at least for the inevitable bugfix.
Title: Re: DF2013: The Succession World?
Post by: kahn1234 on January 23, 2013, 04:15:56 am
The megaprojects using the resources from one fotress were bad enough.....

imaging the resources from dozens o fortresses.....

UBER MEGA SPACE PIERCING PHALLUS!

PLANET CRACKING MAGMA CANNON!

Huge network of underground tunnels.

etc etc
Title: Re: DF2013: The Succession World?
Post by: TheKaspa on January 23, 2013, 04:36:32 am
We will finally reach the stars
Title: Re: DF2013: The Succession World?
Post by: Jimmy on January 23, 2013, 05:34:14 am
i like unicorns
My wife trolled me while I was away from the computer.

Spoiler (click to show/hide)
Title: Re: DF2013: The Succession World?
Post by: Yuli Vlasi on January 23, 2013, 08:18:03 am
Alright, I'm convinced. No mods.
Title: Re: DF2013: The Succession World?
Post by: Inarius on January 23, 2013, 08:41:32 am
I would like to be part of it.

And, like many people : no mods ! Not yet !
Title: Re: DF2013: The Succession World?
Post by: mastahcheese on January 23, 2013, 06:32:00 pm
i like unicorns
My wife trolled me while I was away from the computer.

Spoiler (click to show/hide)
My wife found this hilarious, she says you gave her great ideas, and "thx bro"
Title: Re: DF2013: The Succession World?
Post by: TheKaspa on January 24, 2013, 02:39:51 am
It's amazing that this topic managed to reach 6 pages before derailing...
Title: Re: DF2013: The Succession World?
Post by: Talvieno on January 24, 2013, 10:15:54 am
Okay, no mods. We play it straight. Consider this post me switching my vote from mods to vanilla. Good points there, mastahcheese. I hadn't considered it in that light.
Title: Re: DF2013: The Succession World?
Post by: Yuli Vlasi on January 24, 2013, 11:38:43 am
I'm reposting the list:
Spoiler (click to show/hide)
Feel free to correct me.

It's amazing that this topic managed to reach 6 pages before derailing...
What do you mean the train isn't supposed to skydive?
Title: Re: DF2013: The Succession World?
Post by: TheKaspa on January 24, 2013, 11:55:33 am
No, it was supposed to skydive already on page one.
Maybe it's because the title is very generic, thus permitting us to space between modding, worldgen, adventure and dwarf mode without going Off Topic in a distinctive way.
Title: Re: DF2013: The Succession World?
Post by: SilverDragon on January 24, 2013, 11:49:53 pm
Yay I'm 24. :D
Title: Re: DF2013: The Succession World?
Post by: Volfgarix on January 25, 2013, 05:47:29 am
I think we should install Modest Mod and Seasonal Crops Mod. First for fix some things like diplomats and second mod for harder farming.
Title: Re: DF2013: The Succession World?
Post by: Yuli Vlasi on January 25, 2013, 08:18:29 am
The poll thinks otherwise ;)
Title: Re: DF2013: The Succession World?
Post by: Inarius on January 25, 2013, 08:46:38 am
I've never played with any mod (or only if you are considering Therapist as a mod, but it's not). I consider in a game that i have to play with mods when I'm bored with the "vanilla" game.
About DF, I've not reached this point yet, thanks to its extraordinary features. And I won't begin with a mod for now. So if it's with mod, consider I won't be a part of it.
Title: Re: DF2013: The Succession World?
Post by: Volfgarix on January 25, 2013, 10:20:24 am
The poll thinks otherwise ;)

The poll is blocked. I can't vote.
Title: Re: DF2013: The Succession World?
Post by: mastahcheese on January 25, 2013, 11:28:15 am
The poll thinks otherwise ;)
The poll is blocked. I can't vote.
I locked the polling because I thought people had made a decision, I'll unblock it again.
Title: Re: DF2013: The Succession World?
Post by: Volfgarix on January 25, 2013, 01:44:40 pm
The poll thinks otherwise ;)
The poll is blocked. I can't vote.
I locked the polling because I thought people had made a decision, I'll unblock it again.
Thanks.
Title: Re: DF2013: The Succession World?
Post by: SilverDragon on January 25, 2013, 09:11:25 pm
I voted for mods, simply so that we can have player wars, because that seems more fun than normal Bloodline (Succession) games.
Title: Re: DF2013: The Succession World?
Post by: WillowLuman on January 26, 2013, 01:37:02 am
This is too good to miss. You have my spear.

I vote no mods. Toady is seriously shaking up the raws, if the devlog is any indication, so existing ones probably won't work as intended. For new mods, well, we ought to be a great vanilla benchmark to compare to.

Anyway, with the new claims system, we might not even need to mod to have player wars. 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.)
Title: Re: DF2013: The Succession World?
Post by: Yuli Vlasi on January 26, 2013, 05:29:21 am
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.
I was thinking about the 'huge network of underground tunnels'-thing. We can't build walls or dig away walls at the edge of the map. The only way to connect fortresses would be through natural caves.
OR HELL.
Title: Re: DF2013: The Succession World?
Post by: TheKaspa on January 26, 2013, 08:01:51 am
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.
Title: Re: DF2013: The Succession World?
Post by: Yuli Vlasi on January 26, 2013, 09:52:42 am
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?
Title: Re: DF2013: The Succession World?
Post by: TheKaspa on January 26, 2013, 11:00:42 am
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?

Exactly Quite so. It's more five clans of a same dwarven kingdom that serves as defenders of a good enclave in an evil world, if IIRC. And the story is about the election of a new king.
The first book was ok, even very interesting (the underground rush to the forge was awesome, and it's what brought this to my memory).
The other books looked promising, but then inserterd subplots and characters not so enjoyable, in my opinion. Some of them were added, I think, just to offer pretest to keep writing. Plus, they shifted the focus from the dwarves (the reason of why the story was interesting, as it's not something common in fantasy) to the more canonical races.
I am afraid I never read the final ones, since they were impossible to find in italian and I didn't wanted to read them in english - the originial language, german, was never considered as I don't know it.
Title: Re: DF2013: The Succession World?
Post by: Yuli Vlasi on January 26, 2013, 02:14:27 pm
Yep, that's the book. I read all parts just for the sake of it. The first one is the best in my opinion. The other ones had some epic moments too, but the amount of unanswered questions and secrets kept piling up, drivig me mad to infinity. But I liked them.
Spoiler (click to show/hide)
Wasn't there a sixth dwarven clan everyone hates because the only thing they are good at is killing things?

By the way, the train just broke the sound barrier, got lost somewhere in the bermuda triangle's tectonic plate and has a appointment with the queen at seven o'clock.
Title: Re: DF2013: The Succession World?
Post by: SilverDragon on January 26, 2013, 06:36:36 pm
I like trains.
Title: Re: DF2013: The Succession World?
Post by: Raul on January 26, 2013, 06:43:52 pm
I like trains.
Do you like turtles as well?
Title: Re: DF2013: The Succession World?
Post by: SilverDragon on January 26, 2013, 06:51:47 pm
I like trains.
Do you like turtles as well?
Maaaaybe...
Title: Re: DF2013: The Succession World?
Post by: WillowLuman on January 26, 2013, 07:05:35 pm
The spinning live pond turtle strikes SilverDragon in the nose, and the severed part goes sailing off in an arc!

"Topic police!"
Title: Re: DF2013: The Succession World?
Post by: Lightningfalcon on January 27, 2013, 02:57:22 am
I would join this.
I do not want to imagine how big the file size would be thou. 
Title: Re: DF2013: The Succession World?
Post by: TheKaspa on January 27, 2013, 04:01:54 am
Was thinking... we should try to build a mega-underground place, populate it with Orcs and then try a reclaim à la Moria
Title: Re: DF2013: The Succession World?
Post by: Yuli Vlasi on January 27, 2013, 08:29:44 am
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 Moria
I 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?
Title: Re: DF2013: The Succession World?
Post by: TheKaspa on January 27, 2013, 08:52:34 am
Making Goblins playables?
Title: Re: DF2013: The Succession World?
Post by: WillowLuman on January 27, 2013, 12:27:44 pm
Caging every seige and releasing them into an underground labyrinth once we amass a couple hundred gobbos sounds like a plan.
Title: Re: DF2013: The Succession World?
Post by: SilverDragon on January 27, 2013, 11:43:51 pm
That plan sounds suitably Damn epic, and fun.
Title: Re: DF2013: The Succession World?
Post by: Lightningfalcon on January 27, 2013, 11:59:02 pm
We would have to make sure that the entire area is inaccessible, except through a single grand entrance.  Which would have some sort of airlock.  If the game would manage to actually track the fact that the area is inescapable.  If it doesn't we might have a problem.   
Title: Re: DF2013: The Succession World?
Post by: Tevish Szat on January 28, 2013, 12:17:38 am
If it doesn't, what we have is masterpiece fun and several reclaim teams thrown at the problem.  Thrain's party, then Balin's, then maybe we'll get to Durin the Last after a few very brief embarks.

That said, sign me up... I was worried the list might be too long, but with time-sensitive turns and multiple forts/adventurers running, I've reached the conclusion it shouldn't hit the same problem succession forts tend to somewhere between years 10 and 20
Title: Re: DF2013: The Succession World?
Post by: Yuli Vlasi on January 28, 2013, 01:07:16 pm
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.
Title: Re: DF2013: The Succession World?
Post by: Inarius on January 28, 2013, 06:10:54 pm
I had once a couple of minotaurs which served to dispose of uninvited guests. Should be fun if they could reproduce...
Title: Re: DF2013: The Succession World?
Post by: Tevish Szat on January 28, 2013, 06:13:57 pm
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.
Title: Re: DF2013: The Succession World?
Post by: SilverDragon on January 28, 2013, 06:18:42 pm
I would love to run in as an adventurer and fight hordes of minotaurs. It would be !!fun!!. That is all.
Title: Re: DF2013: The Succession World?
Post by: Eric Blank on January 28, 2013, 06:45:23 pm
I had once a couple of minotaurs which served to dispose of uninvited guests. Should be fun if they could reproduce...

I've seen other mega- and semi-megabeasts reproduce successfully during worldgen. If you make sure minotaurs have the proper tags, and keep a male and female uncaged in their own little labyrinth in your fort (with no access besides the hole in the ceiling you tossed them in through) they may well reproduce. It'd be worth a shot, at least.

And in the next version, having an army of minotaurs in your basement means having an army of minotaurs wandering the countryside... It'll be lots of Fun!
Title: Re: DF2013: The Succession World?
Post by: WillowLuman on January 28, 2013, 07:39:53 pm
What with them being natural warriors and all. Don't underestimate the cowheads. They're deadly with a sock, and even deadlier with a trap component from an abandoned fort.
Title: Re: DF2013: The Succession World?
Post by: Inarius on January 29, 2013, 04:35:37 am
The only issue with the minotaurs I kept was that they used the first item they found in the oubliette i sent dungeon.
And, as I threw dwarves in it, after killing a few of them with their horns, they grabbed...socks. Or Pants. or Coats. But nothing really dangerous. And they kept beating (already injuried) dwarves during sometimes 3 or 6 months with a sock.
A minotaur can be dangerous, but not always :)
Title: Re: DF2013: The Succession World?
Post by: WillowLuman on January 29, 2013, 01:14:17 pm
Drop them some trap components before you give them any prisoners. Also, to make double sure, strip prisoners.
Title: Re: DF2013: The Succession World?
Post by: Inarius on January 29, 2013, 04:35:37 pm
Not at all ! It's a way to make super-heros !

Once they have been beaten during several months, they are super tough, super strong and super agile. To recover them, you just have to launch other guys in the hole, and the minotaur changes his target. Then, you open the door and "unborrow" the injuried guy (and unclaim all other items). The guy will be frozen in this state for years, until you kill the minotaur.
You can keep 1, 2, 3, or 10 dwarves if you want, they don't need to eat, drink or sleep they don't feel unhappy. They just sleep where the dwarves put them. Once the minotaur is killed, you have to act very quickly and you can save several dwarves and make them super soldiers.

Well, anyway, it's a little off-topic, but building a labyrinth with minotaurs and treasurers under a fortress is a cool idea.
Title: Re: DF2013: The Succession World?
Post by: Yuli Vlasi on February 02, 2013, 05:53:33 am
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.
Title: Re: DF2013: The Succession World?
Post by: Inarius on February 02, 2013, 03:39:56 pm
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 !

Title: Re: DF2013: The Succession World?
Post by: SilverDragon on February 02, 2013, 04:32:23 pm
I was thinking of building a series of docks, not that they would be useful, or anything.
Title: Re: DF2013: The Succession World?
Post by: WillowLuman on February 02, 2013, 04:42:56 pm
Pull an Oceanbridge and bridge a fjord / bay. In fact, we should do that several times. A mega bridge that requires 2 seperate embarks.

Wall off the entrance to a mountain valley, build an enormous dam. See if the whole thing fills up with an embark at the back of the valley. Go between them as an adventurer to eliminate the map edge problem.
Title: Re: DF2013: The Succession World?
Post by: SilverDragon on February 02, 2013, 04:46:35 pm
Yeah, I'll try my best to make these bridge things then.
Title: Re: DF2013: The Succession World?
Post by: Yuli Vlasi on February 03, 2013, 03:36:37 am
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.

Also, Toady posted this:
Quote from: Eggman360
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?
Quote from: monk12
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?
Quote from: Eggman360
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.

Assassin's Guilds anyone?
Title: Re: DF2013: The Succession World?
Post by: Inarius on February 03, 2013, 04:46:12 am
Quote
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.

I wasn't thinking of that. I think more of this as a preliminary.
Before beginning some people build their own fortress, leaving it when they feel it's done. After that, the succession game can begin.
It makes more things to see as an adventurer, and it doesn't change anything for the succession game as a Fortress.
Title: Re: DF2013: The Succession World?
Post by: Yuli Vlasi on February 03, 2013, 10:38:56 am
You mean people should build their fortresses first and start playing in adventure mode after there already are some interesting places to see?
I think it's time for us to get our basic rules down. World size, lenght of turns,....

The succession list:
Spoiler (click to show/hide)

Title: Re: DF2013: The Succession World?
Post by: kerlc on February 03, 2013, 10:41:25 am
I'd very much like to join this once it's up and running.
Title: Re: DF2013: The Succession World?
Post by: WillowLuman on February 03, 2013, 01:20:55 pm
Also, 2 people could work together on a fort.
Title: Re: DF2013: The Succession World?
Post by: Inarius on February 03, 2013, 02:02:29 pm
I meant, as we are at least 35 people ready to play this world, some/all of them could play first with the map, building some fortress for the future adventurers.
Then, the succession games happen, on this particular map. Of course, you don't visit your own fortress (in case the people playing the succession game also plays as adventurer). But it gives more "reality" to the game, with "humain" fortresses already on it.
You could then find artifacts, and if these fortress are well done, some big monsters hidden in it.

It's just an idea.
Title: Re: DF2013: The Succession World?
Post by: mastahcheese on February 03, 2013, 08:52:08 pm
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.

Also, since dwarves will be moving between sites and whatnot, people who have dwarfed will have to be listed on somebodies post, (probably my OP for when I start a new thread for when this actually begins) so that we don't end up with multiple dwarves with the same name in different parts of the world.

That said, I think we'll need to figure out who, on the list, wants a turn, just wants to be dwarfed, and so on in a more organized list, so we know who to dwarf as soon as dwarves are avaliable, and who wants to wait until their own turn so they can make their dwarf an adventurer.

Also, thanks Yuli Vlasi for the list updates.

I was thinking of having the turns be 48 hours long from the time you download the save, with 24 hours time from the last uploader's post to reply.
If that made no sense, because I'm bad at explaining, Player A uploads new save, Player B has 24 hours to respond and download the save, and then 48 hours to play and have the new save uploaded, at which point Player C has 24 hours to reply.

Any suggestions on changes in turn length? I want people to have enough time to do what they want yet still be flexible to personal schedules, without taking too long.

With those times, It would still take somewhere from 2 to 3 months for the 37th person on the list. MAN, that's a long line...
Title: Re: DF2013: The Succession World?
Post by: WillowLuman on February 03, 2013, 09:11:59 pm
Might require some ahead planning to make sure people have 2 days of relatively free time, perhaps rearranging the turn order somewhat to suit people's schedules.

World forge? Don't you mean Fort-forge?
Title: Re: DF2013: The Succession World?
Post by: Inarius on February 04, 2013, 01:07:25 am
Man...48 hours is very short. If you have to write the story AND play ONE year, it's very, very short. Remember there are people who are actually older than 15 and maybe have a job, too. And that a big fort can be laggy, especially as far as the last years are concerned...
Title: Re: DF2013: The Succession World?
Post by: WillowLuman on February 04, 2013, 01:12:24 am
And even 15-year-olds might be bogged down sometimes and not need more pressure to neglect their studies. How about an upper limit of a week, work towards a specific goal and try to get it done as fast as possible?
Title: Re: DF2013: The Succession World?
Post by: SilverDragon on February 04, 2013, 01:30:43 am
I am actually almost 15 and know exactly what you mean with the time. It sounds to be just too little. Maybe 60-72 hours, 2 and a half days to three?
Title: Re: DF2013: The Succession World?
Post by: zacen299 on February 04, 2013, 02:37:55 am
You know at first when I saw this topic I thought there is no way anyone could pull this off. Then it hit me I'm on bay12 things like this should really have stopped surprising me by now. Definitely going to be watching to see if you guys can pull this off.
Title: Re: DF2013: The Succession World?
Post by: mocman on February 04, 2013, 03:42:15 am
Ok you guys got to start making rules concrete before relaese of df2013.

(1) TURN DURATION:
______options for resnability 48-96h per
As some of you were suggesting.

(2) FORTRESS/ADVETURE INTERACTIONS:
___(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)
I like b within reason of course.

(3) THERE ARE 37 PEOPLE!
___ I'm new to succession and like to join but that seems like a lot
Is it and if it is would we need to have 2-3 players per fort to keep
file size reasonable since it would get big quick.

Anyway that's my voice into this thing and this seriously interest me
I dedicate my fort as the "Advetures' Hub and Museum of Artifacts"
Combined with a "Mini-Mart & Hotel."

Add me to the list please.
Title: Re: DF2013: The Succession World?
Post by: SilverDragon on February 04, 2013, 04:10:03 am
On behalf of all who don't post, I welcome you to the 2013 Dwarf fortress Community world! Enjoy your stay!
Title: Re: DF2013: The Succession World?
Post by: Inarius on February 04, 2013, 04:12:06 am
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 ?
Title: Re: DF2013: The Succession World?
Post by: SilverDragon on February 04, 2013, 04:23:17 am
Agreed!
Title: Re: DF2013: The Succession World?
Post by: wowie on February 04, 2013, 06:19:00 am
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 ?

I think it might be better if you allowed adventurers in at intervals, like, after every X number of
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.

Then again, I may have misunderstood your post. I found it very hard to read, for some reason.
Title: Re: DF2013: The Succession World?
Post by: Inarius on February 04, 2013, 07:49:42 am
Quote
for some reason.
Sorry, english is not my main language.

I agree with what you said ; but what i proposed is that, as a preliminary, BEFORE the succession game (which, as you said, can be both adv or fortress mode), we put some forteresses on the map to create more challenges/opportunities for the players who will come after. As the time of playing will be limited to only 2, or 3 days (or even a week) we won't have the time to build big fortress with labyrinths, creatures and treasures hidden, and organized things.
What I propose it something "out" and BEFORE the succession game, which can serve as a support for thrilling challenges. It's not at all a "segregate" playing, because during the succession game it will still be both modes.
 I hope I have been clearer. But, anyway, it's just a proposition.

Title: Re: DF2013: The Succession World?
Post by: kerlc on February 04, 2013, 09:27:39 am
I know for certain that I personally won't be able to do the 48 hours limit, and support the idea of having an "When you're done, you're done, but the max time you can take is one week" approach.

On adventures and such:
I think it might be better if you allowed adventurers in at intervals, like, after every X number of
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.
+1
Title: Re: DF2013: The Succession World?
Post by: Yuli Vlasi on February 04, 2013, 12:01:20 pm
Added mocman to the list.
I'd also prefer a timelimit of one week, although I know that it could take almost a year for everyone to be able to contribute. Even if the player has a whole week to finish his turn it he should try to do it as quickly as possible. Just add 'Think about the others waiting for you to finish your turn. Imagine what horrible things they would do to you if you didn't.' to the rules and it should be fine.
I like mastahcheese's world-forge idea. I probably imagine it completely different from what he does but it involves volcanoes, so that's fine.
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,....

(2) FORTRESS/ADVETURE INTERACTIONS:
...
___(C) Total uter chaos (unleashing fun)
+1

I usually don't have alot of forts in one world, so I have no idea if too many fortresses would slow the game down. Any experienced people here?
As for the worlds size, I vote for 'small'.
Title: Re: DF2013: The Succession World?
Post by: Bralbaard on February 04, 2013, 01:18:40 pm
The  museum succession game (http://www.bay12forums.com/smf/index.php?topic=104399.0), (which is sort of a succession world for this version of DF) has 12 completed fortresses and has had nearly 30 adventurers, filesize is now around 700 mb, or 100 mb when zipped. For as far as I know it has no effect on in game performance. You could try and compare early saves from the succession game with later saves if you want to find out if it does.

Adventurers probably contribute as much too filesize as new fortresses do, because they explore previously ungenerated terrain, that has to be saved to disk afterwards.

Also, why start just one game if waiting times are an issue? There's enough interest to start several.
Title: Re: DF2013: The Succession World?
Post by: kerlc on February 04, 2013, 01:30:30 pm
Having several worlds at once could be fun. But I'd much preffer if we'd just stick to one sole world.
Title: Re: DF2013: The Succession World?
Post by: mastahcheese on February 04, 2013, 05:10:48 pm
Yeah, on second thought, a week would be better suitted, I was more so thinking about how long the line was when I thought of 48 hours, rather than what you could actually do with it.

(2) FORTRESS/ADVETURE INTERACTIONS:
___(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)
I personally vote for B, but permision should should still be needed to mess with stuff too much.


'Think about the others waiting for you to finish your turn. 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'.
Definitly add that to the rules, and I vote small map size, as well.

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.
Title: Re: DF2013: The Succession World?
Post by: James009 on February 04, 2013, 06:27:12 pm
Awesome idea.
Title: Re: DF2013: The Succession World?
Post by: WillowLuman on February 04, 2013, 07:00:46 pm
I still don't get what he meant by World-forge.

Anyway, for adventurers, you can retire in a hamlet if you want to continue whatever quest you were on later, or you can retire to a dwarven site and wind up as a migrant for one of the fortress players. I think you could still continue your adventure after that (if you didn't die in the events of a fort) but you'd be moved possibly out of your path. Anyway, you could choose your site (human, elf, or dwarf) depending on how much you want others messing with your character.

Should we update the poll, seeing as modding probably isn't required for a player war?
Title: Re: DF2013: The Succession World?
Post by: Yuli Vlasi on February 06, 2013, 03:02:26 pm
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?

Title: Re: DF2013: The Succession World?
Post by: kerlc on February 06, 2013, 03:10:16 pm
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!
Title: Re: DF2013: The Succession World?
Post by: wowie on February 06, 2013, 04:35:49 pm
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)
Title: Re: DF2013: The Succession World?
Post by: Sindain on February 06, 2013, 05:51:04 pm
The list is getting ridiculously long, but sign me up anyway!

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)

Considering we have ~40 people now, multiple worlds sounds like a good idea. I don't think we should have too many, maybe one for every 10-15 players or so? If we do have multiple worlds, we should make sure to split up into different threads, of course.
Title: Re: DF2013: The Succession World?
Post by: Eric Blank on February 06, 2013, 06:29:05 pm
I feel that it may be best to simply start many succession games like this when the next version is released. Bralbaard (http://www.bay12forums.com/smf/index.php?topic=104399.0) and Sappho' (and Manze's) (http://www.bay12forums.com/smf/index.php?topic=119384.0)'s adventurer succession games make for an excellent model; they're fun to play, the rules are reasonable and the one-week timeframe isn't so bad (especially when they're lenient towards jerks like me who always seem to go over the limit :P) I bet we'd all have more fun if there were perhaps half a dozen of us seriously interested in running such succession games and we all applied to one or two. The wait won't seem quite as long, that way.

It would be very confusing to have three or four succession games operating under the same overarching thread titles or whatever.

I also think Manze has the right idea, dating the players' turns and linking to the uploaded files in the players' usernames, and I also like Bralbaard providing links to players' posts during their turns. That's all good bookkeeping there.

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!

I can confirm that in the current version at least, food and other perishable items do not rot too rapidly. At least not between an adventurer tossing them on the ground, dying, and a fortress being founded where the adventurer left his stuff. I butchered a dragon and cooked up it's meat and hide in a fortress without problem. Well, until my dwarves spontaneously combusted, but gods only know what caused that. They were outdoors, too, standing on the embark wagon.
Title: Re: DF2013: The Succession World?
Post by: BronzeAge on February 06, 2013, 09:05:17 pm
I think it's too early to divide up the players into several worlds, since this probably won't be the only succession world. As soon as another pops up people will sign up for it, some will postpone their turn and some might drop out. This thread here just seems like a time to have Fun with the new release and just find out what we can do with it.

And since this is pretty much the first bit of freetime I've had what I said might not make all that much sense so:
-file-size- we'll see.
-don't divide into new worlds yet, we'll see what happens.
-have Fun.
Title: Re: DF2013: The Succession World?
Post by: WillowLuman on February 07, 2013, 01:43:00 am
Personally, I think our main game should be testing the unmodded release, providing great and highly visible feedback and info for everyone.

And supporting Eric, in the current version at least, stuff doesn't tend to rot. I have personally left meat and skins in a fort from adventure mode, embarked/abandonded repeatedly causing twenty years to pass, and still found them completely unrotten. Of course, the test was to see if the baby that the human caravan left behind would grow up, which it did not, but still I found many other interesting things.

The update to continue worldgen processes could mean that items within sites get updated better, though.
Title: Re: DF2013: The Succession World?
Post by: Yuli Vlasi on February 09, 2013, 01:35:09 pm
I'll add Sindain to the list.
Dividing the players into different worlds to decrease waiting time sounds like a smart idea to me but I don't like it. If anyone wants to start an own succession world nothing is going to stop them. I'd like to stick with this one.
Personally, I think our main game should be testing the unmodded release, providing great and highly visible feedback and info for everyone.
1) Yes.
2) As long as this doesn't become a priority and we start focusing on other things than fun.
Title: Re: DF2013: The Succession World?
Post by: Remuthra on February 09, 2013, 01:36:35 pm
I would say get LFR.
Title: Re: DF2013: The Succession World?
Post by: Yuli Vlasi on February 09, 2013, 01:50:38 pm
By the way, the poll switched in favor of modding.
Title: Re: DF2013: The Succession World?
Post by: WillowLuman on February 09, 2013, 01:54:53 pm
I think we should rephrase the poll to ask just one question though. As of now, choice 1 is no modding and no player war, while choice 2 is yes modding and yes player war. Player war is probably possible without modding (with competing factions within a civ or between 2 different dwarf civs), with light modding (setting goblins as embarkable) or with hacking.

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.
Title: Re: DF2013: The Succession World?
Post by: mastahcheese on February 10, 2013, 01:03:12 am
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.
Title: Re: DF2013: The Succession World?
Post by: kerlc on February 10, 2013, 02:39:44 am
Modding? What heresy is this?
Title: Re: DF2013: The Succession World?
Post by: Talvieno on February 10, 2013, 12:40:01 pm
I thought I said it a few days ago, but apparently not. :\ Not sure how that happened.

(this is along the lines of Eric Blank's suggestion)
What I thought I said was that as we have (or had, now) an equal number of votes, that we could split the fort up into two worlds. One world would be with modding, the other without - and players could switch between at will. This would be a nightmare to manage, though... There would be so many variables, and keeping track of two sets of lore at the same time would be confusing beyond belief. If we have two threads, it makes us twice as likely to get a real, lasting world... But again, everything is split between two halves. It'd be coolest if we had one world with hundreds of fortresses, but when you think about it... how long would that take, if 90% of the week people are given, they're not here?

That brings me to another potential issue (I don't know if it's been addressed). As we've seen with Spearbreakers (and countless other forts), if people don't get to the save quickly, they lose interest. A huge list might not be to our best interests... but I don't know. Just my thoughts.

A particularly cruel, but quick-moving possibility is that people get to play their forts until the first dwarf dies, and then they get a month of gametime to close it up. There is no conceivable way someone can keep this from happening, no matter what, and it would take a lot less than a week, especially if turns ran on a first-come-first-serve basis. I'm not actually for this idea... I'm just throwing it out there, trying to come up with creative solutions to solve the problem that the last succession world had. lol


As to modding, if it's all or nothing, I'm against... I still like the idea of two regular dwarven civs duking it out.
Title: Re: DF2013: The Succession World?
Post by: WillowLuman on February 10, 2013, 03:02:54 pm
It's not really the same succession game if there's two worlds, so if people want something different than the main one and not wait as long they can just start a parallel succession thread.

A week doesn't have to be a minimum, but rather a maximum. We can just encourage people to finish as fast as possible, with one week being the utmost. As with the last world, we might also lose people as they realize they don't have time to play.
Title: Re: DF2013: The Succession World?
Post by: Tevish Szat on February 10, 2013, 03:26:34 pm
Yeah... "You have one week from the moment the save is posted to FINISH your turn" would keep the world moving at a steady clip, especially if you have to claim or be skipped within a shorter timer (say, 72 hours).  I'm in the high 30's on the succession list, which means I would Absolutely get the save within the year (I'm under #52), possibly within half a year (some skips/short turns will occur).

I'd be against the "Pass it off if anybody dies" option, if only because the greatest projects tend to consume dwarven lives as a resource, which ranges between melting an unlucky miner or two to set up magma industries, to devouring workers like candy for particularly insane megaprojects.  Pass off if anydwarf dies would encourage a very conservative strategy and not lead to much fun.  And when fun starts, you could go through a dozen overseers in short order as the fort tears itself apart over the course of a year, some Urist McIdiot dying every month.  would probably be harder to pull out of than with an overseer with a year gametime or week realtime to try to fix the fort.

As for modding, if we're all or nothing I'm against it.  Would I mind modding to fix vampires, or quietly sweep aquifers under the rug?  no, but at the same time I'd like to play a game that's essentially Vanilla DF at heart
Title: Re: DF2013: The Succession World?
Post by: WillowLuman on February 10, 2013, 03:34:20 pm
Besides, there might be minor changes to such things, whether directly or indirectly by the effects of other such things, that we'd miss out on if we modded in assumption of conditions like the current version. For example, no one in this release was expecting siren waterfalls or giant mosquito apocalypses. Or giant keas.
Title: Re: DF2013: The Succession World?
Post by: Yuli Vlasi on February 16, 2013, 08:29:36 am
So, what we've got is this:

The world:
Small-sized, with a volcano in the middle,

The succession list:
Spoiler (click to show/hide)
Rules:
Spoiler (click to show/hide)
Planned Projects:
Spoiler (click to show/hide)

I feel like the rules-part misses alot of information. Please add something.
Multiple players should work together on one fortress to speed up the building process, like someone already suggested. These 'teams' could fight each other in player wars.
Title: Re: DF2013: The Succession World?
Post by: Broken on February 16, 2013, 11:50:59 am
I suggest to set the embark points to 10000 in world gen, to kick start the building of fortresses. That way building a decent sized fortress
in time will be much easier.
Title: Re: DF2013: The Succession World?
Post by: Eric Blank on February 16, 2013, 03:07:47 pm
I think most of us would be able to handle a medium-sized world, right?
Title: Re: DF2013: The Succession World?
Post by: Kalemyr Skyfire on February 16, 2013, 03:17:01 pm
Forgive me for not contributing. I have been watching this thread, and well lurking is easier for me.

Well I hope there's enough room for everyone's fortress, I mean we are on a small world after all. The 1 week time limit is a good idea.

About the player-wars do we get anything if we win? (Besides anger and bragging rights of course ;D)
Title: Re: DF2013: The Succession World?
Post by: WillowLuman on February 16, 2013, 05:48:54 pm
The only rewards are what plundering gains you :D

For instance, if you wipe out an enemy fortress and take a handsome adamantine item for your own faction.

Medium world sounds perfectly fine to me. Should keep things expansive but decent file size.
Title: Re: DF2013: The Succession World?
Post by: Giver99 on February 16, 2013, 09:14:17 pm
Im in  8)
Title: Re: DF2013: The Succession World?
Post by: Yuli Vlasi on February 17, 2013, 06:50:23 am
Im in  8)
Yes, you are.
The reason I'd prefer a 'small' world is that all the interesting stuff like cities etc. would be closer to each other, so we won't have to walk huge distances in adventure mode. A bigger world would have some advantages too, like more stuff to explore and more interesting locations for our projects. It would be weird if our fortresses would keep piling up next to each other because the 'no aquifier-deep metal-shallow metal-flux stone' combination is limited to one single biome.
As for the reward for winning a player war, it really can be anything. The wars can be about who has the fanciest furniture, the biggest beard fortress, the greatest treasure, etc.. We can set our goals ourselves and try to advance the worlds story that way.
What about conquering the enemie's fortresses in adventure mode?
Title: Re: DF2013: The Succession World?
Post by: Yuli Vlasi on February 17, 2013, 07:15:12 am
Here are my thoughts on rules for the player interactions:

1) Respect the stuff other players made. You may steal their artifacts and kill their dwarves and adventurers, but do not do anything that completely ruins what they created on purpose. If you take over a fortress, you are not allowed to flood it or do anything that makes it impossible for other players to conquer it back. You can hide artifacts in your own fortresses, but do not wall them in or destroy them in magma. It is part of the world and it is not to be deleted from it without its creators permission on purpose.
Do not hide stuff at the bottom of the ocean.

2) Act in your factions interest, your are a team after all. If you plan to betray them and join the enemy you should reflect that in your storytelling.

3) As for the storytelling, write down everything. If you want to keep something secret, like the place your adventurer is currently hiding, you should atleast give some hints for the other players. I don't think anyone wants to waste his whole turn looking for the hole you hid yourself in so they can take revenge for you eating their cheese.

4) Try to stay 'realistic'. If the enemy has built a fortress at the passage to another continent so your civilisation 'can't pass without their permission' you shouldn't just build your own fortress on that continent. If somebody built a huge bridge over the ocean and wants you to pay taxes for using it, do not just swim past it in adventure mode, even if you can. You either pay the appropriate price, try to sneak by or pick up a fight.

5) Remember there is non-lethal combat. Think twice when you are about to kill the other player's favorite adventurer.


Title: Re: DF2013: The Succession World?
Post by: SilverDragon on February 17, 2013, 05:12:35 pm
I can agree with all of your rules.
Title: Re: DF2013: The Succession World?
Post by: mocman on February 17, 2013, 05:31:26 pm
How about a map size of 65:129
It's twice the size of a small and half the size of medium
Title: Re: DF2013: The Succession World?
Post by: WillowLuman on February 17, 2013, 09:38:08 pm
Problem with small world is that we only have about 5 megabeasts, though, which rules out, say, roc breeding programs.
Title: Re: DF2013: The Succession World?
Post by: Yuli Vlasi on February 18, 2013, 11:36:57 am
How about a map size of 65:129
It's twice the size of a small and half the size of medium
Sounds good to me.
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?
Title: Re: DF2013: The Succession World?
Post by: Inarius on February 18, 2013, 11:41:57 am
Quote
Can't we increase the number of megabeast without increasing the worlds size?

Yes, you can.
Title: Re: DF2013: The Succession World?
Post by: mastahcheese on February 18, 2013, 12:29:07 pm
This all sounds great to me.
Title: Re: DF2013: The Succession World?
Post by: Tevish Szat on February 18, 2013, 12:41:36 pm
I'd suggest 65:129 Wide rather than Tall, but I'm not sure what works out to have the most even distribution of temperature bands, or if it even matters.

The world should be cooked with a LONG potential history... but worldgen stopped at a low percentage of beast deaths, so that there are still more than enough for adventurers and fortress defense.  We should also gen with a LOT of beasts, with caves to support them

We should gen more good, evil, and volcanoes than standard, because all those traits make for "premium" sites that will be in high demand early.

If we can get more than one big land mass, that would be a plus.  Similarly, more than one ocean (hopefully three saltwater biomes with separate alignments) would be a good thing.  Again, this is so there are sites for whatever anybody wants to do somewhere.  Face zombie giant sperm whales?  'Recruit' mermaids into your spa-and-resort-for-adventurers?  It ought to be doable.
Title: Re: DF2013: The Succession World?
Post by: Inarius on February 18, 2013, 02:08:20 pm
You can also suppress or change the ratio of dead beasts after which generation is stopped.

I personally like worlds with
- a fair amount of water (between 0% and +50% than normal)
- a high number of oceans  (x2 or x3)
- 0 partial edge or complete edge oceans.
- You have then to reduce the other minimal square count or you will never have any world.
 
Is these worlds, you can have very long isthmus (because the number of ocean regions must be very high, but NOT on the edges), and then narrow strips of land which connect two continents.
It's very interesting because you can build fortresses on two continents, and reduce A LOT travels. These cities could be strategic points.

Title: Re: DF2013: The Succession World?
Post by: WillowLuman on February 18, 2013, 03:38:18 pm
I would like at least 1 complete edge ocean. I really think a medium world would be best, possibly medium north to south but small west to east. 500-1000 sounds like a decent history.
Title: Re: DF2013: The Succession World?
Post by: Korbac on February 18, 2013, 05:36:50 pm
Succession world will be viable with the next release?

OHOHOHHOHOHOHHOHO.

Recruiting all yo dudes and going mental on someone's fortress would be amusing (with their consent, of course.) :)
Title: Re: DF2013: The Succession World?
Post by: Giver99 on February 22, 2013, 01:11:46 pm
i will agree to those rules when do we start??how do i set my profile Pic??
Title: Re: DF2013: The Succession World?
Post by: Orange Wizard on February 22, 2013, 06:50:56 pm
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.
Title: Re: DF2013: The Succession World?
Post by: Yuli Vlasi on March 02, 2013, 06:29:43 am
I'd suggest...
I agree with all of this.
...
It's very interesting because you can build fortresses on two continents, and reduce A LOT travels. These cities could be strategic points.
And this too.

If our adventurers really fight for the sake of their faction they probably will become enemies in the eyes of some civilisation sooner or later and will be attacked by members of these civilisations, including other adventurers. Because of that our adventurers tavern could quickly turn into a slaughter house.
Which is awesome.

Reposting some stuff:
The succession list:
Spoiler (click to show/hide)
The rules:
Spoiler (click to show/hide)
Planned Projects:
Spoiler (click to show/hide)

Title: Re: DF2013: The Succession World?
Post by: SilverDragon on March 02, 2013, 08:01:50 am
My docks and bridges aren't useless, they are helpfully aesthetically pleasing. D:
Title: Re: DF2013: The Succession World?
Post by: Yuli Vlasi on March 02, 2013, 09:08:43 am
I was thinking of building a series of docks, not that they would be useful, or anything.
But you...
Forget about it, I'll fix it.
One million imaginary dwarfbucks to the one that collects one of every kind of golden coins, one million dwarfbucks for every demon corpse thrown into the volcanoe, one million ....
Seriously, we should make up challenges and give away totally useless points to the teams that manage to suceed.
By the way, when are we going to form said teams? After world gen?
Title: Re: DF2013: The Succession World?
Post by: Orange Wizard on March 02, 2013, 03:03:19 pm
Why not now?

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, but without Planepacked glitches.
Title: Re: DF2013: The Succession World?
Post by: WillowLuman on March 02, 2013, 11:09:20 pm
I think we should see the world first, because if we form teams first we might be missing out on cool story opportunities.
Title: Re: DF2013: The Succession World?
Post by: Orange Wizard on March 03, 2013, 01:58:15 am
Spoilsport.
Title: Re: DF2013: The Succession World?
Post by: SilverDragon on March 03, 2013, 02:02:26 am
If there was a dragon team I'd be on that sooooo quick.
Title: Re: DF2013: The Succession World?
Post by: Yuli Vlasi on March 03, 2013, 04:47:57 am
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.
Title: Re: DF2013: The Succession World?
Post by: Inarius on March 03, 2013, 04:54:42 am
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.
Title: Re: DF2013: The Succession World?
Post by: SilverDragon on March 03, 2013, 04:58:06 am
I meant the "We are nice to dragons" team, but I'd still join that one if you were to make et.
Title: Re: DF2013: The Succession World?
Post by: Yuli Vlasi on March 03, 2013, 05:08:08 am
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.
It's not about how much the product will be worth. It's about collecting rare items and making stuff out of them.
And then kill each other for the right to own the stuff.
Title: Re: DF2013: The Succession World?
Post by: WillowLuman on March 03, 2013, 02:25:45 pm
Actually, since dragon raws select every material in the dragon and set them immune to all heat damage, dragon leather would be fireproof. Except, dragons don't have a leather material, since scales cannot be tanned without modding. However, that kind of minor modding might be permissible since it wouldn't really change the feel of the game much.
Title: Re: DF2013: The Succession World?
Post by: Eric Blank on March 03, 2013, 02:41:44 pm
It's pretty simple to do that, as well. I did so for my dragonkin mod.
Title: Re: DF2013: The Succession World?
Post by: WillowLuman on March 03, 2013, 02:47:01 pm
Just remove the bit that goes

[REMOVE_MATERIAL:LEATHER]
Title: Re: DF2013: The Succession World?
Post by: Eric Blank on March 03, 2013, 02:52:52 pm
Well, you can also leave that line in but say:

      [USE_MATERIAL_TEMPLATE:SCALE:DRAGON_SCALE_TEMPLATE]
      [USE_MATERIAL_TEMPLATE:LEATHER:DRAGON_SCALE_LEATHER_TEMPLATE]

And thus, you can define a unique material for both the animal's skin while it is alive, and the leather produced from it's hide.

Your solution does truly require less modding, though.
Title: Re: DF2013: The Succession World?
Post by: WillowLuman on March 03, 2013, 03:02:33 pm
And the [SELECT_MATERIAL:ALL] at the end would include the leather for the subsequently applied magmaproofing.
Title: Re: DF2013: The Succession World?
Post by: mastahcheese on March 03, 2013, 07:19:07 pm
If someone suggests "team Vampire", I'm throwing you into a volcano.
Same with "team Werebeast"
Title: Re: DF2013: The Succession World?
Post by: Eric Blank on March 04, 2013, 11:20:53 am
Well, then I guess us werecapybaras will just have to take over the world all on our own...
Title: Re: DF2013: The Succession World?
Post by: WillowLuman on March 04, 2013, 04:04:29 pm
Take hundreds of prisoners, wash them in evil mist maybe?
Title: Re: DF2013: The Succession World?
Post by: Orange Wizard on March 04, 2013, 11:12:54 pm
Dragonscale socks. I want. So bad.
Title: Re: DF2013: The Succession World?
Post by: WillowLuman on March 05, 2013, 01:04:52 am
So, tannable dragons, it's a mod so simple and inconsequential it doesn't really count as a mod.
Title: Re: DF2013: The Succession World?
Post by: SilverDragon on March 05, 2013, 01:56:21 am
Agreed!
So, tannable dragons, it's a mod so simple and inconsequential it doesn't really count as a mod.
+1
Title: Re: DF2013: The Succession World?
Post by: WillowLuman on March 05, 2013, 02:20:01 am
What I mean is, still in favor of leaving the game vanilla (no genesis/whatever other major mods. We'd have to delay the game while those new versions got updated/tested, and we'd have to test our own major mod if we made one before we could even start), but I'm saying something like tannable dragons doesn't exactly count as modding the game.
Title: Re: DF2013: The Succession World?
Post by: Eric Blank on March 05, 2013, 03:06:01 pm
Well, it DOES, but it takes about 30 seconds to accomplish. If you've got lightning-powered fingers, I guess.
Title: Re: DF2013: The Succession World?
Post by: mocman on March 05, 2013, 04:47:53 pm
you guys even modding in dragon socks would effect world gen causing massive changes
Title: Re: DF2013: The Succession World?
Post by: Eric Blank on March 05, 2013, 06:37:33 pm
Well, it would mean that anybody with access to dragon leather could have spiffy dragon leather clothes. But then again, Toady has not stated that NPC hunters in will seek out megabeasts for their hides during worldgen, so I highly doubt that anybody would either have dragon leather or that you'd have a shortage of dragons.

What COULD have a serious impact is adding the CHILD tag to dragons so that they can breed.
Title: Re: DF2013: The Succession World?
Post by: Orange Wizard on March 05, 2013, 11:24:04 pm
Yeah, adding a new kind of leather (I'd prefer it to actually be scale, but this may be too moddy) shouldn't change much.
The worst that could happen is the humans sending magmaproof soldiers at their foes.
Title: Re: DF2013: The Succession World?
Post by: WillowLuman on March 06, 2013, 03:52:22 am
Dragons can already breed, since egg-layers don't require the [CHILD] tag (GCS lacks both that tag and egg definitions). Megabeasts are tough enough to survive for decades at least, if not centuries, in world gen (There'd be plenty of dragons anyway in a large or medium world) and the [FANCIFUL] tag prevents people in world-gen from trying to use their materials anyway. They also lack any tags that would allow world-gen civs to domesticate them. It's not like dragons are something any puny human farmer can just butcher whenever someone wants socks.

So, it wouldn't give fireproof socks to everyone, but rather only to player-controlled fortresses and adventurers hardcore enough to take down and skin a good-sized dragon. They can already have magma-proof socks if they make them out of adamantine, so in terms of things only gainable via player achievement, it doesn't change balance at all.
Title: Re: DF2013: The Succession World?
Post by: Inarius on March 06, 2013, 04:45:38 am
I think dragon socks are not a very major change, and is not of great interest, anyway.

It will be a good thing if, someday, Toady change the leather stuff. But, before that, I think we should let it as it is now.
Title: Re: DF2013: The Succession World?
Post by: Orange Wizard on March 06, 2013, 11:09:31 pm
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.
Title: Re: DF2013: The Succession World?
Post by: Eric Blank on March 06, 2013, 11:32:07 pm
I recall doing a test regarding their ability to breed and the conclusion was that they DO need the CHILD tag for the eggs to actually hatch. Suppose we could run that test again, but meh.
Title: Re: DF2013: The Succession World?
Post by: WillowLuman on March 07, 2013, 12:23:06 am
I see them breed in world-gen all the time. They just can't hatch eggs in fort mode. With world-gen continuing between active sessions, they may well reproduce during the course of the game.

The whole dragon-socks thing I just mentioned because someone wanted to kill one and make a fireproof cloak. I'm fine with leaving the whole scale thing alone.

The main reason I don't want mods is so we can play with new mechanics, instead of immediately trying to mod based on what we know from 34.11. Remember that worlds generally generate with many separate dwarf kingdoms. Judging by devlogs, with the new faction and claim system it might be possible to provoke a war between 2 of them (probably with adventurers), thus allowing a completely vanilla player war.
Title: Re: DF2013: The Succession World?
Post by: Yuli Vlasi on March 07, 2013, 11:23:17 am
Dragonbone armor is fine too.
Title: Re: DF2013: The Succession World?
Post by: mastahcheese on March 07, 2013, 12:03:04 pm
I'm with HugoLuman on this one, we should try out the new stuff before adding our own.
Title: Re: DF2013: The Succession World?
Post by: Orange Wizard on March 07, 2013, 11:16:14 pm
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.
Title: Re: DF2013: The Succession World?
Post by: Yuli Vlasi on March 08, 2013, 08:38:22 am
I'd prefer we wouldn't, like the poll says.
Title: Re: DF2013: The Succession World?
Post by: Inarius on March 08, 2013, 10:25:47 am
Same for me. Can't we just play the game Toady proposes to us, first ?
Title: Re: DF2013: The Succession World?
Post by: Giver99 on March 08, 2013, 03:31:01 pm
Um hey how do i update my DF?
Title: Re: DF2013: The Succession World?
Post by: SilverDragon on March 08, 2013, 04:14:30 pm
Download the newest .zip, but it hasn't updated in a goodwhile I think.
Title: Re: DF2013: The Succession World?
Post by: Orange Wizard on March 08, 2013, 06:26:24 pm
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 ?

Good point(s?). I suppose I'm just jumping ahead and 'assuming' Toady won't add cool things to adventurer mode, seeing as he hasn't done so for any update thus far.
Title: Re: DF2013: The Succession World?
Post by: Yuli Vlasi on March 09, 2013, 05:53:16 am
Uhm, climbing? Goblin towers, mountainhomes and elven retreats? New combat mechanics?
The update is going to be friggin awesome.
Title: Re: DF2013: The Succession World?
Post by: WillowLuman on March 09, 2013, 02:13:15 pm
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.
Title: Re: DF2013: The Succession World?
Post by: Mesa on March 09, 2013, 02:31:19 pm
Succession Worlds, coming soon to a world near you?
Sign me in, please.


But we've gotta wait for DF2013 to come around here first...
When is it happening anyway? Any rough estimates?
Title: Re: DF2013: The Succession World?
Post by: Inarius on March 09, 2013, 03:40:42 pm
Last year, i used to say "mid-April".

I think now that it will be late May, or mid June. But it's only my opinion.
Title: Re: DF2013: The Succession World?
Post by: mocman on March 10, 2013, 03:41:39 am
Could be fall (hopes not) but it will be out when it is out.

I believe this update introduces multitude trees is that true?
When this Succesion starts will there be a new tread? It would make it a lot neater
Title: Re: DF2013: The Succession World?
Post by: SilverDragon on March 10, 2013, 03:53:30 am
I think there'll be a new thread, ya.
Title: Re: DF2013: The Succession World?
Post by: Yuli Vlasi on March 10, 2013, 07:15:32 am
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 going to try to pull that of.
Succession Worlds, coming soon to a world near you?
Sign me in, please.
Communist pony joins the party. Welcome.
I believe this update introduces multitude trees is that true?
Yes.
Title: Re: DF2013: The Succession World?
Post by: Mesa on March 10, 2013, 12:08:21 pm
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 going to try to pull that of.
Succession Worlds, coming soon to a world near you?
Sign me in, please.
Communist pony joins the party. Welcome.
I believe this update introduces multitude trees is that true?
Yes.

Communist is not a bad way to go - it's just the retarded ideologies.
Title: Re: DF2013: The Succession World?
Post by: Yuli Vlasi on March 10, 2013, 02:22:04 pm
Never said anything about communism being bad. ;)
Title: Re: DF2013: The Succession World?
Post by: WillowLuman on March 10, 2013, 04:08:46 pm
Communism, all those countries that tried it were doing it wrong. They kinda forgot the whole thing about having to be a capitalist democracy first. Really, not giving the working class the vote, that's where they went wrong.
Title: Re: DF2013: The Succession World?
Post by: Inarius on March 10, 2013, 05:54:21 pm
Even if this discussion is very interesting, I don't think that's the point of this topic.
Title: Re: DF2013: The Succession World?
Post by: wer6 on March 10, 2013, 05:59:31 pm
Well back too the subject: im kinda exited on how there might be magic be added too the game: so that artifact  sliver spear might be able too cast A spell:like be able too spray some syndrome dust.
Title: Re: DF2013: The Succession World?
Post by: SilverDragon on March 10, 2013, 07:30:00 pm
It'd be awesome to get a silver sword on fire. By the way, CLAIMED IT
Title: Re: DF2013: The Succession World?
Post by: WillowLuman on March 11, 2013, 12:22:33 am
I don't think Toady said he'd be adding that this release.
Title: Re: DF2013: The Succession World?
Post by: SilverDragon on March 11, 2013, 12:34:10 am
Oh, damn. I really want that sword. D:
Title: Re: DF2013: The Succession World?
Post by: Yuli Vlasi on March 11, 2013, 12:59:27 pm
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.
Title: Re: DF2013: The Succession World?
Post by: WillowLuman on March 11, 2013, 02:16:13 pm
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."
Title: Re: DF2013: The Succession World?
Post by: Mesa on March 13, 2013, 06:50:27 am
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."

Comrade Urist, eh?
Title: Re: DF2013: The Succession World?
Post by: Inarius on March 13, 2013, 07:31:18 am

Uristov.
Title: Re: DF2013: The Succession World?
Post by: Yuli Vlasi on March 13, 2013, 11:14:50 am
Uristov.
...
Uristov.
...
Uristov.
...

It's like that name is burning holes into the fabric my thoughts are made of.
I had a hard time writing this sentence.
Title: Re: DF2013: The Succession World?
Post by: mastahcheese on March 13, 2013, 12:23:38 pm
Uristov.
+1000
Title: Re: DF2013: The Succession World?
Post by: Yuli Vlasi on March 16, 2013, 08:05:52 am
I demand that somebody renames every Urist in the world to URISTOV.
Title: Re: DF2013: The Succession World?
Post by: Yuli Vlasi on March 16, 2013, 08:11:16 am
By the way, after I added DarkDXZ to the succession list I noticed we are 42 merry mad(wo)men now.
Somebody should also write down our plans for world gen and it's definetely not going to be me again.
Title: Re: DF2013: The Succession World?
Post by: WillowLuman on March 16, 2013, 12:16:55 pm
I demand that somebody renames every Urist in the world to URISTOV.

Don't forget Dakostky and Bomrekovich!
Title: Re: DF2013: The Succession World?
Post by: Yuli Vlasi on March 16, 2013, 12:38:13 pm
Dakostky and Bomrekovich!
...
NO NOT AGAIN NONONO
Title: Re: DF2013: The Succession World?
Post by: Remuthra on March 16, 2013, 12:39:06 pm
Azizengrad
Title: Re: DF2013: The Succession World?
Post by: WillowLuman on March 16, 2013, 02:46:28 pm
Azizengrad
Doesn't sound quite right...
Title: Re: DF2013: The Succession World?
Post by: Inarius on March 16, 2013, 02:53:14 pm
Bomrekovich is very good !


Title: Re: DF2013: The Succession World?
Post by: Remuthra on March 16, 2013, 03:37:09 pm
Azizengrad
Doesn't sound quite right...
Eh, I was out of good Russian suffixes.
Title: Re: DF2013: The Succession World?
Post by: lwCoyote on March 16, 2013, 04:03:03 pm
Adding me to the list = good!
Title: Re: DF2013: The Succession World?
Post by: BronzeAge on March 16, 2013, 05:48:31 pm
I will change my vote to support modding if we can make Russian dwarf names.

Alathevic?
Title: Re: DF2013: The Succession World?
Post by: Remuthra on March 16, 2013, 05:49:30 pm
Cattenavic?
Title: Re: DF2013: The Succession World?
Post by: WillowLuman on March 16, 2013, 05:58:54 pm
Anything purely textual doesn't really count as modding. The vote is about major things like total conversions, major mods (genesis, fortress defense, masterwork, etc), or adding a new race with tags to try and make them fight dwarves in worldgen. Don't change your vote if you just want different dwarf names or things like that.

In fact, we can do that without modding by using the nickname feature. Bear in mind language files don't just control person names, so if you change those you can't have both the person Uristov and the town Uristgrad. So, you can have Russian dwarf names using nicknames without forcing everyone else to have Russian dwarf names.
Title: Re: DF2013: The Succession World?
Post by: hairypotatoes on March 16, 2013, 06:02:23 pm
just spent an hour of my life reading this thread and decided to make an account just to become part of the succession world add me to the list I will make the greatest dining hall known the the dwarf kind... all adventurers will be welcome to dine in its greatness. Also I am curious how this will all work excuse my ignorance but we will have to abandon our fortress for the next players fortress on the world and correct me if i'm wrong (witch i feel i am) when you abandon a fortress all your dwarfs are killed off? or as that only when you try to reclaim a fort?
Title: Re: DF2013: The Succession World?
Post by: WillowLuman on March 16, 2013, 06:04:40 pm
No, the next update will add the ability to retire forts as NPC sites.

In the current version, abandoning a fort just makes everyone leave, it doesn't kill anyone. And we're not doing this succession game in the current version.
Title: Re: DF2013: The Succession World?
Post by: hairypotatoes on March 16, 2013, 06:07:23 pm
thank you hugoluman i knew it was in df 2013 i just didn't see what all the new features were i'm going to check it out now to see if it answers my other questions
Title: Re: DF2013: The Succession World?
Post by: Yuli Vlasi on March 17, 2013, 04:23:36 am
Welcome at Bay12 hairypotatoes :P I'm adding you and lwCoyote to the list.
I've always been pronouncing dwarven names in a russian accent/pirate speak mixture anyways, so I don't see why we shouldn't implement new names. It would give our world a unique flair. Can someone provide a list of all dwarven names so we can come up with alternative versions? I can't find it.
Of course we should decide if we really want to do it first.

The succession list:
Spoiler (click to show/hide)
Title: Re: DF2013: The Succession World?
Post by: Eric Blank on March 17, 2013, 04:57:01 am
I'd think changing the dwarven names would be silly, but if you wanted to, look in language_dwarf.txt. Like Hugo pointed out, the nicknames feature would work just fine to accommodate your custom rusky names.
Title: Re: DF2013: The Succession World?
Post by: Yuli Vlasi on March 17, 2013, 06:06:52 am
I looked into language_dwarf.txt and recognized some of the dwarven names. Am I right if I assume every word is used for dwarven names? If that's so we shouldn't change the raws. Artifacts, mountainhomes etc. would have some weird names if we did. Using the nickname feature sounds like a better idea. Then again, nicknaming every single dwarf gets boring after a while. Just nickname the dwarves you want to nickname however you want them to be called and it's going to be fine.

...
Tosidchow and Mengski.
Title: Re: DF2013: The Succession World?
Post by: WillowLuman on March 17, 2013, 01:57:12 pm
Every word is potentially used for every name; the sites and kingdoms have weights based on [SYMBOL] files which increase the chances of certain groups of words, but personal names have no such weights.

Changing the language raws would be bad, forcing people who don't want Russian names to have them. It's really the simplest thing in the world to just nickname migrants as they come in. We're not making a rule that all dwarves have to have Russian names, but if you want your dwarves generated during your turn to, just nickname all Urists "Uristov," etc. Also, when creating adventurers, you have the option to type in a first name, which will be that adventurer's actual first name and not a nickname.
Title: Re: DF2013: The Succession World?
Post by: Spish on March 17, 2013, 02:30:49 pm
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.
Title: Re: DF2013: The Succession World?
Post by: mastahcheese on March 17, 2013, 03:09:31 pm
I do have to agree with Spish on some cases, particularly with player freedom, I mean, that's kinda what Dwarf Fortress is all about, anyway.
As for the idea of turn being first come, first serve, I do like the idea, to an extent, I think we should try to stick with the list, but if it takes too long, people will start losing interest. But hey, there's no rule that says we can't change the rules as we go along, I think we should try to handle arising issues as they come along, and set some guidelines to follow along the way, but overall just try to resolve issues in a fast and fair way.
Title: Re: DF2013: The Succession World?
Post by: Yuli Vlasi on March 17, 2013, 03:11:37 pm
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.

This.

It's a good thing we have Eric Blank and HugoLuman here. You know, advice and stuff.
And now it's time for me to stfu for a while.
Title: Re: DF2013: The Succession World?
Post by: Spish on March 17, 2013, 03:36:15 pm
Yeah, I'm cool with the idea of following the turnlist initially, then maybe moving to free-play once things start to slow down. Sounds like a good way to settle things, since there are already a lot of people expecting an early turn.

Another idea I've toyed with is running a condensed, no-rules pocket world parallel to the main one (no turn list of course), where people are free to pre-test their ideas, implement their wackiest worldbreaking schemes, and generally run wild with the save. It'd have a shorter time limit and be downplayed on the OP as a testworld for the most part (so less player-demand), and once you've passed the time limit you'd be allowed to keep playing until someone else claims the save (you could claim a second turn later and continue your fortress or even start a second one).
Title: Re: DF2013: The Succession World?
Post by: hairypotatoes on March 17, 2013, 07:55:38 pm
i think we should follow the list but if someone doesn't claim it within a day then put it up for whoever is ready with the next person in line with first dibs if he doesn't claim it then its the next person who has dibs. so eg. turn 10 ends and in the next 24 hours 6 people post there ready to claim the save lets say these people are in the 13th 16th 23rd 33rd 34th and 40th spots on the list the person who is in the 13th spot person gets the save and we continue to cause fun so on so forth. I hope that made sense to someone
Title: Re: DF2013: The Succession World?
Post by: Eric Blank on March 17, 2013, 10:39:07 pm
I have to agree with Spish that a succession game like this probably needs to abandon the turn list after a certain point, as most of the players on that list might not even be interested in playing anymore, or paying any attention to Bay12. Having read through the Drunk Fortress thread, I think the first-come-first-serve rule will work well enough. Anyone that wants to play can pop in and declare they have some free time this weekend and would appreciate a chance to leave a horrific scar from horizon to horizon that other people will have to deal with. So, regardless of your place on the list, you will largely have the chance to play whenever you have free time. If you were on the list and your turn came up during finals week at your institution of brainwashing, you would miss your chance to play.

I also like the idea of a world with zero restrictions where we can all go bananas with our crazy schemes. I've never seen a succession game where there were no rules except "try to terrorize the world to the greatest extent possible, assuming it still functions when you upload it." That might be incredibly entertaining...
Title: Re: DF2013: The Succession World?
Post by: WillowLuman on March 17, 2013, 11:19:15 pm
We should definitely stick to the turn list at first, though, as it will help things go faster in the first few weeks when everyone's anticipating and eager. That way people aren't clambering over each other too much.
Title: Re: DF2013: The Succession World?
Post by: Necrisha on March 18, 2013, 04:29:06 am
Seems like the best bet unless multiple worlds are involved. I'm not signing up right now but I may in the future...

That way you could go through more people by assigning them one of 2 or 3 according to their preferences like have one world dedicated to dealing with rampaging titans/megabeasts/forgotten beasts for those that like that sort of thing. and maybe one that's got only one cavern and extra levels of hell/necromancer to conquer/capture/weaponize and maybe one designed for mega-projects complete with the occasional siege/constant thefts to mess your timing up.

After their first round they can choose to continue or jump to the last in line of a different world. Of course that's more effort for organizers even if there's a "Team leader" in charge of each world.

Maybe maintain a shortlist that's refreshed once a monthly/biweekly or longer based on who's available during that time period and any who don't get a turn and available the next time period are at the front- Would first timer's get automatic priority or is there a certain amount of time after a person's first round where they are filtered in the same as a first timer?
Title: Re: DF2013: The Succession World?
Post by: Mesa on March 18, 2013, 06:21:05 am
I am the 42.
Assuming that matters, which it probably doesn't.

Also, we should make a collaborative megaproject of turning the pocket world into one superfortress.
Improbable? More likely to happen than with a huge world, isn't it?
Title: Re: DF2013: The Succession World?
Post by: Broken on March 18, 2013, 08:02:57 am
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 and
lots of neat things.
Title: Re: DF2013: The Succession World?
Post by: mastahcheese on March 18, 2013, 11:26:44 am
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 and
lots of neat things.
I don't think so.
Title: Re: DF2013: The Succession World?
Post by: Spish on March 18, 2013, 12:05:50 pm
Against the rules or not, there's not a whole lot you can do to keep people from using DFhack as long as they're discrete about it. There are very few things (if any) you can do in DFhack that would noticeably break the game for other players.
Title: Re: DF2013: The Succession World?
Post by: Mesa on March 18, 2013, 01:16:36 pm
Anyways, what's the worst that can happen with DFHack?
Never really used it, apart from the Stonesense.
Title: Re: DF2013: The Succession World?
Post by: WillowLuman on March 18, 2013, 01:38:04 pm
Some things like Tiletypes have a risk of corrupting the save. Also, adv-fort isn't well understood yet, we need time to make sure it doesn't have any serious bugs or side effects. And who knows how current df-hack programs might bug out in the next version, what with all the changes to the game code? We'll have to wait for them to come up with another version.

That said, this world (or possibly the no-holds-barred secondary tiny one) would be a perfect opportunity to test hacking in the new version. Make sure to distinguish between hacking and modding.
Title: Re: DF2013: The Succession World?
Post by: Mesa on March 18, 2013, 02:07:18 pm
Also, we need giant robotic dragons and the like.
I really need to get around making this mod already...
Title: Re: DF2013: The Succession World?
Post by: Eric Blank on March 18, 2013, 02:12:55 pm
I think it's generally best to discourage the use of DFhack, but obviously it has it's uses, which may not be easily detectable. Not like DFhack will be available for quite a while.

And giant robotic dragons? An unnecessary detail. :P
Title: Re: DF2013: The Succession World?
Post by: numptykiller on March 18, 2013, 03:16:08 pm
Im with you man. were do I sign ;)
Title: Re: DF2013: The Succession World?
Post by: SilverDragon on March 18, 2013, 04:59:58 pm
I mainly use Dwarfhack for the ingame labor menu.
Title: Re: DF2013: The Succession World?
Post by: Mesa on March 18, 2013, 06:03:33 pm
And giant robotic dragons? An unnecessary detail. :P

>Unnecessary detail
>Dwarf Fortress.

Excuse me?
FYI, I'm NOT to be associated with 4chan/9gag/similar entity.
Title: Re: DF2013: The Succession World?
Post by: Spish on March 18, 2013, 07:48:27 pm
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.
Title: Re: DF2013: The Succession World?
Post by: WillowLuman on March 18, 2013, 08:22:25 pm
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.

New dfhack features are available RIGHT NOW, so now is the time to test them, not waiting for next release to build a mod around them.

Let me clear up a misconception some may be holding: "world gen" continuing during and after play does not mean it generates a new world in the middle of an existing one using whatever new raws you've added, it only, and I mean only, means that history continues.
Title: Re: DF2013: The Succession World?
Post by: Spish on March 18, 2013, 09:27:33 pm
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. :)
Title: Re: DF2013: The Succession World?
Post by: WillowLuman on March 18, 2013, 10:19:19 pm
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. :)

Yes, especially with reactions. But I say this should be reserved for the no-rules world, else we might run the risk of someone doing something save-corrupting with the main game. Which is entirely possible, if you edit the raws of a world in progress.
Title: Re: DF2013: The Succession World?
Post by: Spish on March 18, 2013, 10:28:31 pm
If someone were to irreversibly corrupt the world with bad modding, it'd be their own problem. We'd probably just rollback to the previous save, thus undoing their contribution entirely.
Title: Re: DF2013: The Succession World?
Post by: Adamantine Clowns on March 18, 2013, 11:17:12 pm
As someone familiar with bugs and such, not all bugs may be obvious with the raws and they may go unnoticed or undetected for several turns and only becomes game breaking later on like during a necro siege.
Title: Re: DF2013: The Succession World?
Post by: WillowLuman on March 18, 2013, 11:17:47 pm
The problem is, fatal errors might take time to occur, for example if someone added a syndrome and someone else changed it, people infected without them noticing might permanently crash the game if they show up during someone else's turn. Creatures would have to stay forever, as we could only have so many placeholders and there are certain creature properties that cannot be set or removed after the world starts without breaking it. It's very difficult to simply remove a creature from the game once instances of it have appeared, and bearing in mind someone might want to see a particular modded creature again even if players coming after don't. This is not to mention all the changes coming to raws (especially for creatures), bringing up need for testing periods (which in all likelihood most players won't have time for).

Modders will take time to adjust to the new version, so modding the main save would slow us down considerably. If there is to be more-than-trivial modding (adding anything new, for instance), we really should keep it on a secondary world used for crazy testing purposes.

That is what the vote is for: if you want major modding (new creatures, robo-dragons, etc) in the MAIN SUCCESSION GAME, vote YES. If you'd rather confine mods to a secondary, no-rules test world, vote NO.
Title: Re: DF2013: The Succession World?
Post by: Eric Blank on March 19, 2013, 01:08:12 am
Too much fiddling with the raws mid-game can be dirty business. Dirty, dirty business that results in horrible monstrosities...
Title: Re: DF2013: The Succession World?
Post by: Mesa on March 19, 2013, 06:09:52 am
Let's just play the game pure vanilla.
If one wants to fiddle around with mods, you can always just duplicate the given world and do what you want with it.
Title: Re: DF2013: The Succession World?
Post by: mastahcheese on March 19, 2013, 09:52:20 am
Let's just play the game pure vanilla.
If one wants to fiddle around with mods, you can always just duplicate the given world and do what you want with it.
THIS.

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.
Title: Re: DF2013: The Succession World?
Post by: wowie on March 19, 2013, 11:22:22 am
Let's just play the game pure vanilla.
If one wants to fiddle around with mods, you can always just duplicate the given world and do what you want with it.
THIS.

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.
Title: Re: DF2013: The Succession World?
Post by: Mesa on March 19, 2013, 11:41:49 am
Let's just play the game pure vanilla.
If one wants to fiddle around with mods, you can always just duplicate the given world and do what you want with it.
THIS.

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.

Alternate universes, eh?
Me gusta.
Title: Re: DF2013: The Succession World?
Post by: WillowLuman on March 19, 2013, 01:30:38 pm
You know what? That's brilliant.
Title: Re: DF2013: The Succession World?
Post by: Mesa on March 19, 2013, 02:53:28 pm
You know what? That's brilliant.

I love when we achieve a good agreement.
Bonus point if I have been involved.


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 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.
That could potentially lead to world domination at some point.

Boy I want this release so badly...
Title: Re: DF2013: The Succession World?
Post by: Yuli Vlasi on March 19, 2013, 02:57:18 pm
I love when we achieve a good agreement.
Bonus point if I have been involved.
Meanwhile, I have been drooling.
Title: Re: DF2013: The Succession World?
Post by: Mesa on March 19, 2013, 03:08:58 pm
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.)
Title: Re: DF2013: The Succession World?
Post by: Spish on March 19, 2013, 04:01:18 pm
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 would love to see that happen.
I doubt you'll be able to reclaim it yourself, but it'll certainly be significantly easier for your dwarfciv to conquer.
Title: Re: DF2013: The Succession World?
Post by: Mesa on March 19, 2013, 04:04:23 pm
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 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.
I doubt you'll be able to reclaim it yourself, but it'll certainly be significantly easier for your dwarfciv to conquer.

You know what would also be awesome?
If other independent already-existing fortresses were seen by the game as "retired" and available to be reclaimed.

I am just trying to think of a way to let us live in the sites conquered by adventurers.
While I don't see that being TOO hard to code, I just am probably ignorant and can't seem to find those things hard.

Implementing high-level diplomacy system? Is hard, I'll admit.
But this shouldn't be extraordinary difficult, and would provide us with a much, MUCH better way of directly interacting with our worlds, which is what we're seeking after all.
Title: Re: DF2013: The Succession World?
Post by: Eric Blank on March 19, 2013, 05:45:46 pm
According to the dev logs, Toady isn't planning on letting us reclaim any sites besides the specific dwarf fortress sites. Hill dwarf and cavern settlements, and other races' settlements, won't be available for reclaim, abandoned or not.

Some tests I'd like to see done in the next version are;

- Using embark anywhere or a similar utility to embark on top of various races' settlements, build there, then abandon some, retire others, and let invaders conquer a third group, and see how the game now treats these two overlapping sites and the populations within them, and the effects the circumstances of one may have on the other. This isn't a hypothesis-driven experiment I guess, although you could form hypotheses.

- See if, by wiping out the populations of sites owned by a particular civilization, you can now destroy that civilization entirely. As I understood form Toady's logs and answers to questions, the issue with killing non-historical figures not reducing the population and being respawned or replaced is getting fixed with this update.

- What happens if you embark on your own civilization's active site.
Title: Re: DF2013: The Succession World?
Post by: WillowLuman on March 19, 2013, 07:00:29 pm
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.)

Haven't had the chance to play it, actually. Sorry.

Anyway, site testing will be very interesting. Loyalty cascades will probably have disappeared or changed.
Title: Re: DF2013: The Succession World?
Post by: Lolfail0009 on March 19, 2013, 09:55:18 pm
This looks interesting... posting to watch.
Title: Re: DF2013: The Succession World?
Post by: Mesa on March 20, 2013, 05:23:05 am
This kind of makes me a sad panda...
Oh well. Embark anywhere should be helpful in that case.

Either that, or civs actually taking the conquered sites over AFTER worldgen.
It would be awesome if one of us was an assassin (very much plausible now), sneaked into the Mountainhome (I wonder how they look like) and killed the monarch (and the royal family while we're at it).
Imagine the shitstorm unfolding after that.
Title: Re: DF2013: The Succession World?
Post by: Yuli Vlasi on March 20, 2013, 10:05:08 am
I already suggested that. Kind of.
According to Toady there will be multiple candidates for the post of the king, including his own heirs and barons. If we, as an example, assasinate every candidate except your fortresses baron, he would become the new king because there's no one else left to do the job. Or you could kill everyone but the kings 3 years-old son, resulting in a child-king. Over the course of many ingame-years we would manipulate the worlds politics immensely.

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.

+ your own nicknamed dwarf can become the leader of an entire civilisation, only to get killed the next turn.
Title: Re: DF2013: The Succession World?
Post by: Mesa on March 20, 2013, 04:54:02 pm
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.
Title: Re: DF2013: The Succession World?
Post by: WillowLuman on March 20, 2013, 05:00:05 pm
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.

Probably, but maybe not for this release.
Title: Re: DF2013: The Succession World?
Post by: Spish on March 20, 2013, 11:43:30 pm
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.

+ your own nicknamed dwarf can become the leader of an entire civilisation, only to get killed the next turn.
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)

Though we don't know if barons can assume the role from beyond the realm of the players control, that would be pretty lame. However, it's nothing a good old-fashioned hitman can't fix.
Title: Re: DF2013: The Succession World?
Post by: Mesa on March 21, 2013, 04:16:04 pm
Hmm...
What about this?

1. Take a pocket world with small amount of civs.
2. Wipe them all out.
3. Commit suicide as the lone wanderer of the world.
4. Allow playing as elf and dwarf outsiders.
5. "Spawn" a couple of each races and put them into remote areas of the world.
6. Go back to doing your thing.
7. See what happens to those lone survivors.


Anyone?
Title: Re: DF2013: The Succession World?
Post by: Eric Blank on March 21, 2013, 05:42:34 pm
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.
Title: Re: DF2013: The Succession World?
Post by: WillowLuman on March 21, 2013, 06:01:47 pm
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.
Title: Re: DF2013: The Succession World?
Post by: mastahcheese on March 21, 2013, 06:18:20 pm
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.
hmmm.... Not sure about this one.
In my experiences, I've been able to retire in a dead site that I've wiped out myself with a different adventurer, but if the site was already dead through world gen, basically stumbling across a ghost town, I've not been able too. But now that the world keeps moving, it might realize when a site is properly emptied, and prohibit it, but then again, once your adventurer retires there, it would have a population of one, making it active again.
We'll just have to wait and see.
Title: Re: DF2013: The Succession World?
Post by: WillowLuman on March 21, 2013, 06:29:57 pm
We really will. Might be something to ask about on FOTF
Title: Re: DF2013: The Succession World?
Post by: Spish on March 22, 2013, 01:43:39 am
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.

(or just do a seven-man fortress and kill the ones you don't need, whatever)

Another interesting thing you could test is having a couple of every race retire at a player fortress, and seeing how they get along...
Who knows, maybe in 300 years they'll have overcome their differences and developed into a sprawling, multiracial utopia. I'm particularly curious how kobolds would fare in an accepting society, since civilized 'bolds is something that absolutely never happens in worldgen. Hell, throw in some subterranean animal people while you're at it. :D
Title: Re: DF2013: The Succession World?
Post by: SilverDragon on March 22, 2013, 03:31:03 am
I'd love to see a mod for that, the multiracial society, like starting with any of several races. (NOT FOR THIS WORLD THO)
Title: Re: DF2013: The Succession World?
Post by: WillowLuman on March 22, 2013, 04:24:26 am
Currently possible, with hax
Title: Re: DF2013: The Succession World?
Post by: SilverDragon on March 22, 2013, 06:55:29 am
Oh yeah, forgot about dwarfhacks dfusion. NVM then.
Title: Re: DF2013: The Succession World?
Post by: Eric Blank on March 22, 2013, 12:17:41 pm
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.
Title: Re: DF2013: The Succession World?
Post by: Mesa on March 22, 2013, 02:04:38 pm
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.

I seriously have no idea why elves and dwarves aren't playable as outcasts by default.
I feel like this should be in now, ever since we have sites for all the races (I'm guessing that lack of elven/dwarven sites was the primary reason for them to not have an outcast variation, since playing them basically is like playing as outcasts, to some extent)
Title: Re: DF2013: The Succession World?
Post by: Eric Blank on March 22, 2013, 02:24:03 pm
I dunno if there's a real reason for it, but to my knowledge you never have been able to play as outcasts of any other races by default. All the way back in 40d. If anything, it's a tradition. :P
Title: Re: DF2013: The Succession World?
Post by: Spish on March 22, 2013, 03:13:25 pm
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.
Title: Re: DF2013: The Succession World?
Post by: The Hadad on March 22, 2013, 04:07:33 pm
Ahoy. Just finished reading through the thread--I'd like to participate as well, if you're still accepting more people.

>Unnecessary detail
>Dwarf Fortress.
Excuse me?
Sig'd
Title: Re: DF2013: The Succession World?
Post by: Mesa on March 22, 2013, 04:15:31 pm
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.
We've already got Bear Grylls, now it's time for The Colony!
Title: Re: DF2013: The Succession World?
Post by: Spish on March 22, 2013, 04:44:40 pm
Even if it requires (temporarily) giving them [FLIER] tags.
Or the Swimming skill and a lot of patience...
Title: Re: DF2013: The Succession World?
Post by: Mesa on March 22, 2013, 04:53:23 pm
Even if it requires (temporarily) giving them [FLIER] tags.
Or the Swimming skill and a lot of patience...

Whatever floats your boat. (which is ironic since we don't have boats in DF yet)
You can train in my Legendary World and try swimming here.

(http://img132.imageshack.us/img132/1690/darkisland.png)
Small fraction, not a full representation of the world.

The closest civ is like a week of flying in the mountains, and beelines aren't possible (unless DFhack)...
Title: Re: DF2013: The Succession World?
Post by: WillowLuman on March 22, 2013, 08:24:31 pm
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.
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.

Outsiders can be enabled post-gen
Title: Re: DF2013: The Succession World?
Post by: Spish on March 22, 2013, 09:41:28 pm
^ Who said anything about new races? Subterranean animal people are already (sort-of) playable in the game. ???
(and it doesn't matter when outsiders are enabled, not that there's any point in doing that prior to worldgen)

I forgot to claim a turn, so sign me up mates. In the meantime, I thought I'd share some of my fortress ideas, since it's extremely unlikely that I'll get to do them all (unless I were to combine all of them into one fortress, that is :D ).
Spoiler (click to show/hide)
Title: Re: DF2013: The Succession World?
Post by: Eric Blank on March 22, 2013, 11:03:46 pm
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! :D

Also, I made some designs reminiscent of your "The Breach" idea in 40d. Basically I just made a massive square pit open to the surface and extending very deep into the ground.
Title: Re: DF2013: The Succession World?
Post by: WillowLuman on March 23, 2013, 01:46:08 am
And bear in mind, we can just retire a fort with hundreds of vampires or whatever. Fun!
Title: Re: DF2013: The Succession World?
Post by: SilverDragon on March 23, 2013, 03:51:32 am
Spoiler (click to show/hide)
I totally want to do that in my docks now, make a giant underground dungeon under it. :D
Edit: Think I have an idea for a community fortress. Huzzah!
Title: Re: DF2013: The Succession World?
Post by: Spish on March 23, 2013, 12:08:07 pm
^ Glad I could be of inspiration :D
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! :D
I 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.
...I don't know how I inferred that from your post, but it happened. :o

A few more fortress concepts:
Spoiler (click to show/hide)
Title: Re: DF2013: The Succession World?
Post by: Eric Blank on March 23, 2013, 01:51:46 pm
Hate that bloody fog. Needs reworked if you ask me. Good thing one of the new features in the next version is blood-vision; vampires will be able to detect warm bodies nearby.
Title: Re: DF2013: The Succession World?
Post by: Yuli Vlasi on March 23, 2013, 03:21:06 pm
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.
Title: Re: DF2013: The Succession World?
Post by: Mesa on March 23, 2013, 03:41:24 pm
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.

Sound good to me.
We could make some lava pits to remove the corpses and water to clean eventual blood spatters.
Unless you feel like drinking it, of course.

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.
Title: Re: DF2013: The Succession World?
Post by: Orange Wizard on March 23, 2013, 03:50:18 pm
We could always just have two sets of red capes.
Title: Re: DF2013: The Succession World?
Post by: Spish on March 23, 2013, 03:54:00 pm
Now that is a neato idea, I like very much. The Crimson Knight! The Rainbow Ronin! The Pantsless Enigma!

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.
Title: Re: DF2013: The Succession World?
Post by: Yuli Vlasi on March 23, 2013, 05:11:26 pm
The Crimson Knight! The Rainbow Ronin! The Pantsless Enigma!
...
Let's stick with the Crimson Knight for now.
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.
A dwarf trying to carry a oversized cape with him would look like a child dragging a carpet behind it + screaming 'I'M THE CRIMSON KNIGHT, PREPARE FOR YOUR DEMISE!'
Title: Re: DF2013: The Succession World?
Post by: Spish on March 23, 2013, 09:13:54 pm
One way the crimson one could be distinguished is by painting himself head to toe with the blood of his victims (and thus his successor do the same with his own). However, it's not currently possible to cover yourself in your enemy's blood even if you roll around in a pool of it, which is quite the shame. I suppose you could have him stand in blood rain (thus dousing him and all his armor), but then it wouldn't authentic blood :P
Title: Re: DF2013: The Succession World?
Post by: WillowLuman on March 23, 2013, 11:16:29 pm
And we'd have to find a way for him/her to not become the entire focus of the game.

Also, let's have a few people make some legendary adventurers with awesome equipment (genocide optional) who go retire in Dark Fortresses, so we can have our own legendary bosses to fight in fort mode. Just keep in mind, sounds like genocides will stick in this version, so we ought to be sparing in massacring entire populations, lest the world become too empty (and therefore boring).
Title: Re: DF2013: The Succession World?
Post by: Orange Wizard on March 24, 2013, 02:12:45 am
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.
Title: Re: DF2013: The Succession World?
Post by: Lolfail0009 on March 24, 2013, 03:08:20 am
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.
Title: Re: DF2013: The Succession World?
Post by: Yuli Vlasi on March 24, 2013, 04:55:09 am
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?
Title: Re: DF2013: The Succession World?
Post by: Mesa on March 24, 2013, 08:48:26 am
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!
Title: Re: DF2013: The Succession World?
Post by: Mesa on March 24, 2013, 11:50:25 am
Is stealing artifacts etc. from other players' forts forbidden? Or murdering individuals (and not entire fortresses)?
(after all, one can build traps and whatnot to make this harder for potential intelligent ie. player-controlled raiders)
Title: Re: DF2013: The Succession World?
Post by: Eric Blank on March 24, 2013, 02:04:56 pm
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.
Title: Re: DF2013: The Succession World?
Post by: Mesa on March 24, 2013, 02:10:59 pm
And in the upcoming version it's going to be much easier (or maybe not given all the new sites).
Title: Re: DF2013: The Succession World?
Post by: mastahcheese on March 24, 2013, 07:26:20 pm
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.
Title: Re: DF2013: The Succession World?
Post by: WillowLuman on March 24, 2013, 11:10:22 pm
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.
Title: Re: DF2013: The Succession World?
Post by: Mesa on March 25, 2013, 08:23:18 am
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.

I wonder...
Is it possible for new civilizations to emerge post-gen?

Because my previous idea...
Bring a world to the point of Age of Emptiness, enable elven/dwarven outsiders, retire them in some town, wait and see what happens.
Title: Re: DF2013: The Succession World?
Post by: Inarius on March 25, 2013, 09:14:12 am
If you want some fun to happen, gen a world with an extincted dwarven civilization, and create a fortress in it with this specific fortress.
Title: Re: DF2013: The Succession World?
Post by: WillowLuman on March 25, 2013, 12:36:42 pm
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.
Title: Re: DF2013: The Succession World?
Post by: Mesa on March 25, 2013, 01:48:46 pm
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.

But could certain figures join civs that are...Dead?
(even if, how does one join any civ?)
Title: Re: DF2013: The Succession World?
Post by: Eric Blank on March 25, 2013, 01:51:26 pm
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)
Title: Re: DF2013: The Succession World?
Post by: Mesa on March 25, 2013, 01:58:24 pm
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)

Gives me decent hopes.
Is the whole AMA thing still going on? (I'm not going to bother creating a Reddit account just to ask one question and never use it again)

Although that's probably a FotF question if anything... (current ETA on the release date)
#impatient

Title: Re: DF2013: The Succession World?
Post by: Spish on March 25, 2013, 06:49:12 pm
But could certain figures join civs that are...Dead?
(even if, how does one join any civ?)
I already explained how to do this. And retiring on an owned site automatically makes you part of the owner's civilization.
Title: Re: DF2013: The Succession World?
Post by: Mesa on March 26, 2013, 10:36:42 am
But could certain figures join civs that are...Dead?
(even if, how does one join any civ?)
I already explained how to do this. And retiring on an owned site automatically makes you part of the owner's civilization.

So I'm guessing that restoring genocided civs will be possible.
I just want this release to come out already...

(I mean, I have been waiting for other stuff for so much longer, but still)
Title: Re: DF2013: The Succession World?
Post by: mastahcheese on March 27, 2013, 01:35:45 am
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.

This is going to be awesome.
Title: Re: DF2013: The Succession World?
Post by: WillowLuman on March 27, 2013, 02:12:33 am
That sounds a bit... odd. Maybe they forgot about the world in which they live and dreamed of the world-maker's previous anvil and the worlds forged thereon? Probably as a side effect of passing the Dwarven Singularity, consuming so much alcohol that it falls out of solution from dwarven blood.
Title: Re: DF2013: The Succession World?
Post by: Lolfail0009 on March 27, 2013, 04:49:50 am
Please sign me up for this.
Title: Re: DF2013: The Succession World?
Post by: Yuli Vlasi on March 27, 2013, 07:41:47 am
The succession list:
Spoiler (click to show/hide)

We are 46 now.
Title: Re: DF2013: The Succession World?
Post by: Mesa on March 27, 2013, 09:08:36 am
Either that, or we all witnessed the Reckoning.
Massive props to those who understand.

But basically - our world(s) were annihilated and we all came through portal(s) to a single world.
Or two, if we're going for a mod-allowed world, too.

Title: Re: DF2013: The Succession World?
Post by: WillowLuman on March 27, 2013, 09:13:36 am
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.
Title: Re: DF2013: The Succession World?
Post by: Mesa on March 27, 2013, 09:39:36 am
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.

Well, I don't see anything going wrong if we did it that way.

Heck, it would even seem more fitting, honestly - we went through the portal, and decided to just go doing our own things (some would make their own fortresses, other would raid them, et cetera).

No matter what, we're going to have a really great time with this succession game, since it will just take the whole idea to the next level of whole succession WORLDS.

EDIT: Now that I think about it, we don't necessarily have to start on a year-old world.
Who said we have to be thrown into an untapped plane? For all we know, Armok(s) could direct us to a world in a middle of its history, making us truly strangers.
Title: Re: DF2013: The Succession World?
Post by: WillowLuman on March 27, 2013, 12:24:57 pm
Why do we all have to be from another dimension? I'd rather just do it normally, and attribute huge screw ups based on ignorance of new mechanics to incompetent administration, boatmurdered style.
Title: Re: DF2013: The Succession World?
Post by: Spish on March 27, 2013, 12:50:03 pm
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:
Spoiler (click to show/hide)
It's good that we're not making a world that large, at least. The focus should be on the player assets, and having such a massive world stretched those assets far too thin (and made reaching them a pain in the ass).

The succession list:
You're the third person in a row who's forgotten to put me on a succession list. :-\
Title: Re: DF2013: The Succession World?
Post by: Mesa on March 27, 2013, 01:36:17 pm
What world size are we going for anyway?
Small to big would seem reasonable (pocket seems a bit too small and huge...you get the point)
Title: Re: DF2013: The Succession World?
Post by: Spish on March 27, 2013, 02:10:16 pm
"Medium" seems to be the general consensus, and it gets my vote. Gives plenty of room for branching history while providing for an adequate sense of adventure, and runs quite a bit smoother than a large. I also sorta like the proposed idea of a world that is smaller than a medium one, larger than a small, but horizontally/vertically stretched.
Title: Re: DF2013: The Succession World?
Post by: Yuli Vlasi on March 27, 2013, 03:19:00 pm
You're the third person in a row who's forgotten to put me on a succession list. :-\
What?  :o
I looked through your post again and I did not find a request to be added to the list anywhere. Maybe I oversaw it? Maybe I'm to tired?
Title: Re: DF2013: The Succession World?
Post by: WillowLuman on March 27, 2013, 06:59:31 pm
I don't think we should use anything that alters worldgen, since worldgen is getting changed. I think we should just use advanced generation settings to set some parameters but let it generate its own geography and stuff.
Title: Re: DF2013: The Succession World?
Post by: Lolfail0009 on March 27, 2013, 07:03:51 pm
May I request greater concentrations of good/evil areas? What's DF without a little !!FUN!!?
Title: Re: DF2013: The Succession World?
Post by: WillowLuman on March 27, 2013, 07:08:42 pm
Slight increase should be sufficient, unaligned areas are necessary for a lot of other interesting things. Also, I say we do a full-sized medium world, not one squished on one axis, so as to have greatest diversity of areas to use. Given the length of the turn list and the new and permanent ways to affect the world in each mode, we want to make sure the early people don't use up all the interesting things.
Title: Re: DF2013: The Succession World?
Post by: Spish on March 27, 2013, 07:27:07 pm
We quadrapled the number of good/evil areas last time and it was only barely enough. Need to have a lotta good and evil zones for the sake of variety of options, because each biome of alignment has it's own specific critters, and you're not gonna see even half of those if you gen with defaults. 4X seemed to be just the right amount so that there was always one good+one evil+one neutral ocean every time we genned.

At any rate, you can never have too many small evil regions. Region alignment doesn't affect seed, so you can re-generate the world as long as it takes to get a version with a decent spread.
(and I know I won't be satisfied if there isn't at least one reanimating and one huskifying territory)
Title: Re: DF2013: The Succession World?
Post by: WillowLuman on March 27, 2013, 08:10:30 pm
I'm all for diversity - without it we can't have as much fun.
Title: Re: DF2013: The Succession World?
Post by: mastahcheese on March 27, 2013, 08:56:51 pm
On the topic of story based beginnings, I was planning on casting the dwarves as survivors of a shipwreck, and starting my first fort on a beach, where they would then see the new world (I'm not a huge fan of portals and stuff like that, I kinda like a bermuda triangle-like beginning more).

And Hugo, if you're against this, keep in mind that there will be multiple dwarven civs in the world, at least one of them would have already been there, and then you can lead the assault against the foriegners, if that's you're thing.

Not saying it is, it would just be hilarious.

For world size, I have to agree that medium would probably be best, but I personally hate worlds that are either long or tall, I don't know why, I need a square. And if we do it that way, then people can spread out more naturally, rather than feel like there is some sort of border that always seems to come up when there are uneven dimentions.

And for good/evil areas, I do think we should have some more evil around, and the X4 plan sounds good to me. But as was stated elsewhere, unaligned areas are still needed.
Title: Re: DF2013: The Succession World?
Post by: WillowLuman on March 27, 2013, 09:38:36 pm
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.
Title: Re: DF2013: The Succession World?
Post by: mastahcheese on March 27, 2013, 10:30:02 pm
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.
Title: Re: DF2013: The Succession World?
Post by: WillowLuman on March 27, 2013, 10:47:40 pm
Well, you're the OP
Title: Re: DF2013: The Succession World?
Post by: Rumrusher on March 27, 2013, 10:48:51 pm
Sounds like you guys going to do that 'challenge start at the dawn of time' thread in the dwarf mode discussion thread.
Title: Re: DF2013: The Succession World?
Post by: hairypotatoes on March 27, 2013, 10:58:03 pm
i think we should start as early as possible and shape the history the whole way through i like that idea more than the whole foreigner idea just my 2 cents
Title: Re: DF2013: The Succession World?
Post by: Eric Blank on March 27, 2013, 11:05:57 pm
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.
Title: Re: DF2013: The Succession World?
Post by: Inarius on March 28, 2013, 02:35:19 am
1 week per people = 1 year of playing = A "permanent" succession game which will last until...the next update !
Title: Re: DF2013: The Succession World?
Post by: Lolfail0009 on March 28, 2013, 03:01:24 am
Perfect!
Title: Re: DF2013: The Succession World?
Post by: Yuli Vlasi on March 28, 2013, 06:02:49 am
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 100 to 150 years maybe longer and have the shipwrecked dwarves. Those dwarves would then be discovered by a dwarven caravan and after a few years they would be allowed to join the local dwarven kingdom.
That way we can have mastahcheese's introduction to the new features and procedurally generated sites with their own history.

I do also agree with most of the stuff HugoLuman suggested:
Diversety is important.

EDIT: Quoting mastahcheese's first post: '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.'

The idea was to start a world from the very beginning and shape it as time progresses. Although I would prefer a world with pregenerated sites and historical figures I think it's up to mastahcheese to decide. If we start at year one, we start at year one.

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?
Title: Re: DF2013: The Succession World?
Post by: mastahcheese on March 28, 2013, 01:15:51 pm
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.
Title: Re: DF2013: The Succession World?
Post by: Spish on March 28, 2013, 01:26:33 pm
If I may make a suggestion: first generate the world taking only the terrain seed into account, we pick based on that, and then adjust our good/evil values accordingly. Then regenerate versions with a different nameseed, then history seed and creature seed. We can afford to be picky with a world we'll most likely be stuck with for an entire year.
Title: Re: DF2013: The Succession World?
Post by: Mesa on March 28, 2013, 01:49:17 pm
I wish we end up with a world that is reminiscent of my current world - ie. it contains an isolated evil island filled with towers and dark fortresses.
But that's just me.
Title: Re: DF2013: The Succession World?
Post by: Orange Wizard on March 28, 2013, 04:04:45 pm
The Evil Island needs to be a short swim from The Normal Island, which is also just a short swim from The Good Island.

But this is DF, and as such, every island contains the same stuff. I'll leave it up to you to decide what.
Title: Re: DF2013: The Succession World?
Post by: Inarius on March 28, 2013, 05:05:26 pm
Well, swimming is ok, but we can also build  "tunnel fortresses" with just a tunnel under the water, and then retire.
Title: Re: DF2013: The Succession World?
Post by: Spish on March 28, 2013, 05:16:57 pm
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.
Title: Re: DF2013: The Succession World?
Post by: WillowLuman on March 28, 2013, 07:12:32 pm
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.

But where's the fun in that? I don't think someone could swim across a vast swath of ocean in a week (merely holding down 'w' or whatever), let alone dig it. Then again, bridges / tunnels are only really possible if you can cover the area with 1 or 2 embarks, since there's nowhere for the dwarves to safely start in out in the middle of the ocean.
Title: Re: DF2013: The Succession World?
Post by: Spish on March 28, 2013, 07:31:56 pm
Well obviously there would need to be fortresses on each side, the adventurer is for everything in between. You could just say the dwarves did it :P
(or legendary architect adventurer)

I should rephrase that, "more than two fortresses" is what I meant.
Title: Re: DF2013: The Succession World?
Post by: WillowLuman on March 28, 2013, 08:06:10 pm
Well, if you dig a path down to the caverns on each side, then 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!) the sites are basically connected.
Title: Re: DF2013: The Succession World?
Post by: Spish on March 28, 2013, 08:23:49 pm
Not necessarily. Regardless of how huge, the caverns do end at some point, and potentially large sections of a cavern could be flooded with water (think of the non-swimmers!). Hiring a miner-roadbuilder would ensure that this doesn't get in the way.

Then again, like you said, there is the adventure factor in navigating the unmarked cavern system from Point A to Point B. I suppose we could just have the miner test the route and make sure there are no dead-ends along the way.
Title: Re: DF2013: The Succession World?
Post by: mastahcheese on March 29, 2013, 12:12:59 am
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'll be sure to make that in as part of the world gen.
Title: Re: DF2013: The Succession World?
Post by: Lolfail0009 on March 29, 2013, 04:04:58 am
Oh Toady, oh Toady, prythee do hurry, but do not rush, with DF2013
Title: Re: DF2013: The Succession World?
Post by: Yuli Vlasi on March 29, 2013, 04:36:34 am
Does that rhyme? I'm not sure.
Title: Re: DF2013: The Succession World?
Post by: Lolfail0009 on March 29, 2013, 05:01:48 am
No it does not.
Title: Re: DF2013: The Succession World?
Post by: Yuli Vlasi on March 29, 2013, 07:37:18 am
It would if it said DF2030.
oh god

So, Spish. I'm putting you on the list after hairypotatoes *shudders.
Title: Re: DF2013: The Succession World?
Post by: Dwarvinator on March 29, 2013, 11:24:11 am
I've just contracted a serious case of butterflies whilst reading this thread.

Please put me on the list - I want to be a part of History too!

Wow, it would only be about four hundred sleeps to go before my turn came round!
Title: Re: DF2013: The Succession World?
Post by: Yuli Vlasi on March 29, 2013, 12:55:15 pm
I've just contracted a serious case of butterflies whilst reading this thread.
You should probably visit the doctor.
...
WELCOME.
Title: Re: DF2013: The Succession World?
Post by: Mesa on March 29, 2013, 04:43:21 pm
Wow, it would only be about four hundred sleeps to go before my turn came round!

Who needs sleeping?
Title: Re: DF2013: The Succession World?
Post by: mastahcheese on March 29, 2013, 05:33:34 pm
Wow, it would only be about four hundred sleeps to go before my turn came round!
Who needs sleeping?
Only sissies that also need food, drink, breaks, and parties.
Title: Re: DF2013: The Succession World?
Post by: WillowLuman on March 29, 2013, 05:51:32 pm
Wow, it would only be about four hundred sleeps to go before my turn came round!
Who needs sleeping?
Only sissies that also need food, drink, breaks, and parties.
Don't you mean slackers?
Title: Re: DF2013: The Succession World?
Post by: mastahcheese on March 29, 2013, 06:45:07 pm
Wow, it would only be about four hundred sleeps to go before my turn came round!
Who needs sleeping?
Only sissies that also need food, drink, breaks, and parties.
Don't you mean slackers Dwarves?
Fixed that for you.
Title: Re: DF2013: The Succession World?
Post by: Orange Wizard on March 29, 2013, 11:56:47 pm
Just to clear things up:
Dwarves don't need any of those things. If you give them vampirism.
Title: Re: DF2013: The Succession World?
Post by: Eric Blank on March 31, 2013, 11:10:12 am
Vampires do require blood, though. To avoid grinding to a halt...
Title: Re: DF2013: The Succession World?
Post by: Mesa on March 31, 2013, 04:25:13 pm
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.)

Title: Re: DF2013: The Succession World?
Post by: WillowLuman on March 31, 2013, 04:29:51 pm
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.)

I think Toady said there's some requirement to meet before you can retire a fort.
Title: Re: DF2013: The Succession World?
Post by: Mesa on April 01, 2013, 11:17:54 am
Whatever...
I can't state enough how badly I want this release, we're kinda running short on topics to f. about here...
Title: Re: DF2013: The Succession World?
Post by: mastahcheese on April 01, 2013, 11:32:53 am
We could have people sign up for the first 7 dwarves so it's really far in advance.
Title: Re: DF2013: The Succession World?
Post by: Mesa on April 01, 2013, 12:35:01 pm
We could have people sign up for the first 7 dwarves so it's really far in advance.

And who said we have to make a fort?
Hehe.
Title: Re: DF2013: The Succession World?
Post by: Rumrusher on April 01, 2013, 01:31:07 pm
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.
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.
Title: Re: DF2013: The Succession World?
Post by: WillowLuman on April 01, 2013, 01:35:41 pm
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?
Title: Re: DF2013: The Succession World?
Post by: Mesa on April 01, 2013, 01:46:52 pm
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?

Best way to do it - make a temporary small fort and abandon it soon after (or retire, whatever).
Title: Re: DF2013: The Succession World?
Post by: Eric Blank on April 01, 2013, 05:02:40 pm
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.
Title: Re: DF2013: The Succession World?
Post by: Rumrusher on April 04, 2013, 06:36:26 am
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.
Title: Re: DF2013: The Succession World?
Post by: Lolfail0009 on April 11, 2013, 06:47:52 am
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!
Title: Re: DF2013: The Succession World?
Post by: Mesa on April 11, 2013, 07:23:11 am
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!

Found out about the quantum travel/body swapping thing.
Hoping it still works now.
Title: Re: DF2013: The Succession World?
Post by: Eric Blank on April 11, 2013, 01:51:46 pm
I'd wager that it will, and if not Rumrusher will not quit until he figures out a way to do it again. :P
Title: Re: DF2013: The Succession World?
Post by: Mesa on April 12, 2013, 03:25:40 pm
I feel like I could occasionally make videos instead of regular logs.
But then the problem of el Crimson Knight kicks in...You know, I don't want to spoil everything.

Either that, or play in a "private" copy of the world at some point in its existence.
But then, I have my own Valve Time Syndrome, so I guess...
Title: Re: DF2013: The Succession World?
Post by: Yuli Vlasi on April 14, 2013, 08:05:24 am
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.
Title: Re: DF2013: The Succession World?
Post by: Mesa on April 14, 2013, 12:39:05 pm
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 certain that someone akin to Hugo did.
I've met one, but failed miserably. (damn you, fox fiend!)
Title: Re: DF2013: The Succession World?
Post by: Eric Blank on April 14, 2013, 01:34:13 pm
I have killed demons in the distant past, but not in the recent version where they've acquired all sorts of new interactions. I suspect that a battle against the demonic menace would not be an easy one to survive.
Title: Re: DF2013: The Succession World?
Post by: mastahcheese on April 14, 2013, 05:26:59 pm
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 lightsaber +steel pick+ and because the demon in question just happened to be blind.

How that demon had managed to write over forty books without eyes is beyond me.
Title: Re: DF2013: The Succession World?
Post by: WillowLuman on April 14, 2013, 05:48:36 pm
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.

Yes. (http://www.bay12forums.com/smf/index.php?topic=106920.msg4025978#msg4025978) It's fairly challenging, you'll need lots of agility. As for escaped demons, they tend to rule civilizations, so you get one surprise attack and then the whole civ turns hostile. Unless you stealth, of course.
Title: Re: DF2013: The Succession World?
Post by: Mesa on April 17, 2013, 08:14:23 am
*bump*

Just to keep something going on in this thread, can someone explain me how the reaction moments thingy works? (from our current knowledge so far)
Because I'm having trouble with it.
Title: Re: DF2013: The Succession World?
Post by: Eric Blank on April 17, 2013, 08:49:57 am
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.
Title: Re: DF2013: The Succession World?
Post by: Mesa on April 17, 2013, 09:13:36 am
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.

That sounds nasty if this won't be fixed.
(now watch as due to some changes it's no longer present, but I have no idea how that would happen - if anything it would cause even more crashes)

Also, does that mean that someone with Legendary Observer and Dodging skills can potentially become invincible/invulnerable/untouchable?
The gameplay willd definitely get a bit more Dark Souls-esque, but JUST a bit.
Title: Re: DF2013: The Succession World?
Post by: WillowLuman on April 17, 2013, 06:39:39 pm
I'm going to guess not, if faced by several attackers. One can only counter so many strikes at once.
Title: Re: DF2013: The Succession World?
Post by: Mesa on April 18, 2013, 07:06:59 am
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.

At some point.
Title: Re: DF2013: The Succession World?
Post by: WillowLuman on April 18, 2013, 08:32:48 pm
1st and 3rd not physically possible, even in DF. 4th is the same painting as 3rd. 2nd one, sure. why not?
Title: Re: DF2013: The Succession World?
Post by: Eric Blank on April 18, 2013, 10:12:30 pm
Don't you mean the first and second are identical? Unless you're reading from right to left, of course. :P

Personally, I like the 3rd. I've tried to go for a great castle of ice out on a glacier before, but never actually got anywhere with them.
Title: Re: DF2013: The Succession World?
Post by: WillowLuman on April 18, 2013, 11:55:28 pm
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.
Title: Re: DF2013: The Succession World?
Post by: Mesa on April 19, 2013, 05:56:27 am
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.

Perspective, man.
(also, I messed up a bit, and accidently the first and second are the same)

This is the one I also meant. (http://imageshack.us/photo/my-images/541/dorffort.png/)

Man, I love Zdzisław Beksiński's work. (a Polish artist, 1929-2005)
Apparently he envisioned Dwarf Fortress, in some form at least. What are the odds?
Title: Re: DF2013: The Succession World?
Post by: Yuli Vlasi on April 19, 2013, 12:31:51 pm
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.

At some point.
Relevant signature? :P

1st and 3rd not physically possible, even in DF.
Put them on top of a support or two, it'll be fine.
Source: Common understanding of physics supports warp reality around them, causing physics to gtfo.

If anyone wants to build something like that, I'm in. Maybe I'm even going to make some blue-prints myself soon. Maybe.
Title: Re: DF2013: The Succession World?
Post by: Mesa on April 19, 2013, 02:02:26 pm
Relevant signature? :P


Aye.

Also, I had an idea to make a world of as yet undetermined size which is essentially Antarctica all over the place.
Temperature not higher than -20 degrees Celsius (bottom line being -80 for some degree of reason).

Tundras and mountains only BUT.
The entire place is totally flat, except for the straight up mountains (like in the painting I posted earlier, except maybe bigger and well, frozen).

Yes, there won't be any gobbos, hippies or humans, I know - dwarves only.
But tell me - you want some extreme conditions survival in adventure mode, visiting the deep underground fortresses and whatnot.

Also, all caverns are set to their maximum size. Cavedwarves ftw.

"In this fronen Hell life only exists under the ground, in the hot caves of the earth..."
Title: Re: DF2013: The Succession World?
Post by: WillowLuman on April 19, 2013, 04:36:48 pm
Source: Common understanding of physics supports 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.
Title: Re: DF2013: The Succession World?
Post by: Mesa on April 19, 2013, 04:48:00 pm
Source: Common understanding of physics supports 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.

Why can't our physics be simple as that, too? :(
Title: Re: DF2013: The Succession World?
Post by: mastahcheese on April 19, 2013, 04:57:19 pm
Source: Common understanding of physics supports 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.
Why can't our physics be simple as that, too? :(
To give science teachers a job.
Title: Re: DF2013: The Succession World?
Post by: Eric Blank on April 19, 2013, 08:38:33 pm
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.
Title: Re: DF2013: The Succession World?
Post by: Orange Wizard on April 19, 2013, 09:48:41 pm
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.
Title: Re: DF2013: The Succession World?
Post by: Yuli Vlasi on April 20, 2013, 06:34:24 am
Does anybody have good blueprints for a skull? I looked around the internet for a while, all I found were weird minecraft builds.
Title: Re: DF2013: The Succession World?
Post by: Mesa on April 20, 2013, 09:22:57 am
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?
Title: Re: DF2013: The Succession World?
Post by: Mesa on April 20, 2013, 10:04:01 am
Also, if let's say I wanted to make a flourishing kobold tribe (as described a few pages back...)
Are the caverns connected to the surface or would I need to make a temporary opening fort to get there?
Title: Re: DF2013: The Succession World?
Post by: Yuli Vlasi on April 20, 2013, 12:25:30 pm
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?
It's more like putting a skull on top of a fortress, but yes.
Also, if let's say I wanted to make a flourishing kobold tribe (as described a few pages back...)
Are the caverns connected to the surface or would I need to make a temporary opening fort to get there?
In my experience kobold caves are always opened to the surface.
Once I had such a 'cave' extend above the surface of one of my embarks, shaping a huge pillar of stone.. It was at least 5 z-levels high, it had holes filled with socks and kobolds all over it and two of them were stuck on top of the pillar with no way to get down. Ever.
I have no proof, but you got to believe me. It was beatiful in it's own ASCII-way.

ALL HAIL THE KOBOLD SPIRE!
Title: Re: DF2013: The Succession World?
Post by: Eric Blank on April 20, 2013, 03:03:34 pm
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.
Title: Re: DF2013: The Succession World?
Post by: WillowLuman on April 20, 2013, 03:16:17 pm
Setting them playable as an embark civ is modding, since it requires some extensive changes to their entity raws to let them survive after embark, but just enabling them for adventure play is really more of a hack since it doesn't change their vanilla traits or behaviors.
Title: Re: DF2013: The Succession World?
Post by: DVNO on April 20, 2013, 04:42:05 pm
How'd I'd make a skull fortress.

First, take a look at the common dwarf skull. Eight pixels horizontally, roughly twelve pixels vertically. Let's take the bottom amount of pixels and assume that as the y axis as well to keep it simple.

(http://static.tvtropes.org/pmwiki/pub/images/dwarfsx0.jpg)

SO, take the base foundation of the project space, make it a square number, and double the amount of blocks height wise, shave the outmost top and bottom ring of blocks and you have the basic skull shape.

Add lava eyes. 
Title: Re: DF2013: The Succession World?
Post by: WillowLuman on April 20, 2013, 05:50:20 pm
Or just carve it out of the side of a volcano, for extra awesome.
Title: Re: DF2013: The Succession World?
Post by: mastahcheese on April 20, 2013, 08:00:08 pm
Well... You can play as a koold adventurer in vanilla with no modding if all of the other playable races have been eliminated.

So if something goes horribly wrong...
Title: Re: DF2013: The Succession World?
Post by: Mesa on April 21, 2013, 04:45:54 am
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.

There's always that extra pocket world for shenanigans...
Title: Re: DF2013: The Succession World?
Post by: Mesa on April 27, 2013, 06:45:20 am
Bumpin' for...No reason? Probably.
But as we're heading closer and closer towards the release...
Title: Re: DF2013: The Succession World?
Post by: Lolfail0009 on April 27, 2013, 07:02:08 am
Ladies, gentlemen, prepare thine bodies for inebriation.
INEBRIATE. INEBRIATE.
Title: Re: DF2013: The Succession World?
Post by: Rumrusher on April 27, 2013, 08:01:04 am
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.
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.
Title: Re: DF2013: The Succession World?
Post by: Yuli Vlasi on April 27, 2013, 08:08:57 am
What will our world be called? The Plains of War? Chaostides?
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.
Title: Re: DF2013: The Succession World?
Post by: Yuli Vlasi on April 27, 2013, 08:14:29 am
Another thing: Is world gen getting changed in the next update? Because if it isn't, somebody with some experience could already generate some maps to choose from. When the update comes out we could simply recreate the worlds we liked the most using the same parameters and then choose the one with the most interesting history/beasts.
Title: Re: DF2013: The Succession World?
Post by: Yuli Vlasi on April 27, 2013, 08:21:10 am
Third thing: If we already know how to world is going to look we can divide it into territories which some of us can claim for who knows what. We don't have factions yet and there aren't any mechanics we could use to really wage war against each other, so it'll be one big roleplay.
Title: Re: DF2013: The Succession World?
Post by: Mesa on April 27, 2013, 10:50:03 am
I'm sure it is going to change, with multi-tile trees, new sites and all that.
Kinda a shame since I had an awesome world with an isolated evil island. (I think I posted it somewhere in this thread)
Title: Re: DF2013: The Succession World?
Post by: mastahcheese on April 27, 2013, 05:30:39 pm
Ladies, gentlemen, prepare thine bodies for inebriation.
INEBRIATE. INEBRIATE.
Begin layering on multiple socks and cloaks!
Title: Re: DF2013: The Succession World?
Post by: Orange Wizard on April 27, 2013, 06:09:36 pm
What will our world be called? The Plains of War? Chaostides?
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 Land of Land?
The Twelfth Bay?
The Succession World?
Title: Re: DF2013: The Succession World?
Post by: Eric Blank on April 27, 2013, 06:14:55 pm
The Plane of Madness. There's nothing more which we can hope to become.
Title: Re: DF2013: The Succession World?
Post by: DVNO on April 27, 2013, 10:05:10 pm

The Twelfth Bay?


I likey The Twelfth Bay alot.
Title: Re: DF2013: The Succession World?
Post by: WillowLuman on April 28, 2013, 01:23:34 am
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.

We should set some parameters, sure, but we shouldn't hand craft it.
Title: Re: DF2013: The Succession World?
Post by: Eric Blank on April 28, 2013, 01:30:26 am
That seems like the best option to me as well, honestly. The less planning, the more ‼SURPRISE‼ we get.
Title: Re: DF2013: The Succession World?
Post by: WillowLuman on April 28, 2013, 01:41:52 am
Twelfth Bay has already been done a few times. I think we should do something adventure themed. The Planes of Conflict maybe?
Title: Re: DF2013: The Succession World?
Post by: Lolfail0009 on April 28, 2013, 02:31:31 am
The Realms Of Boundless Mystery
Title: Re: DF2013: The Succession World?
Post by: Mesa on April 28, 2013, 06:00:02 am
The Legendary World. (Olbulzong/Obzulgzong/f*ck-you-dwarven-dictionary)
May sound lame, but again, I rolled this name for the world I mentioned earlier. (if I could only find it)
Title: Re: DF2013: The Succession World?
Post by: Yuli Vlasi on April 28, 2013, 11:18:27 am
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.

We should set some parameters, sure, but we shouldn't hand craft it.
How are we supposed to 'hand craft' a world without other programms anyways?
Title: Re: DF2013: The Succession World?
Post by: Eric Blank on April 28, 2013, 12:42:29 pm
I'd wager PerfectWorld will still work with the new version. Toady hasn't mentioned any new changes to how worldgen operates as a whole.
Title: Re: DF2013: The Succession World?
Post by: mastahcheese on April 28, 2013, 04:42:02 pm
I think I'd prefer a random name, myself.
Title: Re: DF2013: The Succession World?
Post by: WillowLuman on April 29, 2013, 01:28:06 am
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.

We should set some parameters, sure, but we shouldn't hand craft it.
How are we supposed to 'hand craft' a world without other programms anyways?

The World Painter function in advanced generation.
Title: Re: DF2013: The Succession World?
Post by: Lolfail0009 on April 29, 2013, 01:42:56 am
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.
Title: Re: DF2013: The Succession World?
Post by: Mesa on April 29, 2013, 07:12:01 am
I just want to have lots of 500-500 revealed caves. (the maximum possible size also set to minimum, or close.)
You know you want to, too.
Title: Re: DF2013: The Succession World?
Post by: Yuli Vlasi on April 29, 2013, 10:35:47 am
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.

We should set some parameters, sure, but we shouldn't hand craft it.
How are we supposed to 'hand craft' a world without other programms anyways?
Well, I wouldn't call that handcrafting, but ok.

The World Painter function in advanced generation.
Title: Re: DF2013: The Succession World?
Post by: mastahcheese on April 29, 2013, 10:50:56 am
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.
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.
Title: Re: DF2013: The Succession World?
Post by: WillowLuman on April 29, 2013, 12:33:59 pm
I'd support advanced generation, but not too far from normal (no removing cavern layers or anything). Things like slightly increasing the prevalence of minerals, making all the caverns open (because honeycomb caverns are a pain in the neck), slightly increasing the prevalence of good/evil regions, upping the number of civs a little, that sort of thing.

Also, plenty of volcanoes, since many people want to build on them, but a world no smaller than medium so that the world isn't mostly igneous in bedrock.
Title: Re: DF2013: The Succession World?
Post by: Broken on April 29, 2013, 02:28:24 pm
We should rise te megabeast and titans numbers as well. The default numbers are phatetically low, I think we will need 80 MB at least. Otherwise we will run out too soon.
Title: Re: DF2013: The Succession World?
Post by: Spish on April 29, 2013, 03:32:43 pm
Yeah, Toady One put in presets for a reason, and I think it would be best to just do that.
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.
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.

What is our stance on bogeymen anyway?
Title: Re: DF2013: The Succession World?
Post by: Mesa on April 29, 2013, 03:35:30 pm
Yeah, Toady One put in presets for a reason, and I think it would be best to just do that.
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.
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.

What is our stance on bogeymen anyway?

DISABLE.
Those bastards, I seriously CANNOT play with them on.

Period.
Megabeasts - sure things. Titans - fine. Demons - might be FUN, what else is new.

But Boogeymen - never.
Title: Re: DF2013: The Succession World?
Post by: wer6 on April 29, 2013, 05:43:22 pm
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.   :P
Title: Re: DF2013: The Succession World?
Post by: Lolfail0009 on April 29, 2013, 06:11:10 pm
What's the turn list currently? I know I'm on the later end of it.
Title: Re: DF2013: The Succession World?
Post by: WillowLuman on April 29, 2013, 06:32:12 pm
Yeah, Toady One put in presets for a reason, and I think it would be best to just do that.
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.
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.

What is our stance on bogeymen anyway?

Annoying as shit. You might do fun things with them on your own, but on a succession game, people would waste so much of their time trying to get an adventurer to survive nights on journeys that they don't have much time left to do anything cool. Savescumming doesn't help there, because savescumming to have a guy live past the first night takes about as long as making a new guy.
Title: Re: DF2013: The Succession World?
Post by: mastahcheese on April 29, 2013, 08:40:57 pm
Oh, right, the bogeymen....
Title: Re: DF2013: The Succession World?
Post by: Lolfail0009 on April 29, 2013, 11:27:41 pm
Oh, right, the bogeymen....
Title: Re: DF2013: The Succession World?
Post by: Yuli Vlasi on April 30, 2013, 07:13:11 am
What's the turn list currently? I know I'm on the later end of it.
The succession list:
Spoiler (click to show/hide)
This is the last one I found.

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.   :P
I have 'the feeling' *cough
that most of the people that regulary contribute to this thread are more experienced in DF than I am anyways, so...

I'll just stick to the general opinions, dropping some ideas from time to time, watching them either getting accepted or getting ripped into pieces  :D
Title: Re: DF2013: The Succession World?
Post by: Inarius on April 30, 2013, 10:04:10 am
I am able to build a fortress than can survive for eternity.
However, I don't master pumping at all.
And I have never dug through candy. It's too early for me (only my 6th fortress in 1 year of playing)
So, you know, I think this game is so large that mastering it all is not necessary to have fun.
Title: Re: DF2013: The Succession World?
Post by: Eric Blank on April 30, 2013, 11:54:34 am
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."
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.
Title: Re: DF2013: The Succession World?
Post by: Yuli Vlasi on April 30, 2013, 12:03:54 pm
May I ask how long you are playing this game? Just for interest.
Title: Re: DF2013: The Succession World?
Post by: Inarius on April 30, 2013, 04:26:13 pm
Well, I have played quite a few (not to say a long time) hours, and I don't think that there are "more noble way" to learn this game. Some people came because of Minecraft, some because of Boatmurdered, some by friends, some by themselves. I came because of a Game of Dwarves (Paradox game, which, actually I never played, as I came to this).

without tutorial, I think I would never have played this game. English is not my mother tongue and, even if I'm good enough to understand it, I don't think I would have succeed in "mastering" it. And, by the way, I also have a life outside of DF.

Too bad for you if you came to the game back to an epoch when it was so much harder for no good reason. I like when it's hard (no jokes ^^) but I don't like when it's hard for nothing. I could say that DF is just hard enough to please me.

I can assure you that, even if it's easier with tutorial and a more complete wiki, the game is not boring for that. It's still a long time to master everything, and when you think you've done with it, there are still plenty of things to do...and adventurer mode.
Title: Re: DF2013: The Succession World?
Post by: WillowLuman on April 30, 2013, 06:21:35 pm
Eric was just being tongue-in-cheek  :)

I came because of TVtropes, a little over 2 years ago, and learned to play using a tutorial I hadn't realized was outdated. First fort died to HFS because I thought "I shall journey to the center of the earth!" Some guy was working on an artifact, flipped out when demons smashed his workshop and he killed 2 demons before getting incinerated. That's when I really fell in love with this game.
Title: Re: DF2013: The Succession World?
Post by: Orange Wizard on April 30, 2013, 08:33:17 pm
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."
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.
Hell, I've played hundreds of fortresses and I still lose them to dehydration because I didn't set up a booze industry.
Title: Re: DF2013: The Succession World?
Post by: Eric Blank on April 30, 2013, 11:33:06 pm
Yeah, it still happens sometimes for me too. But my biggest threat is usually taking too long to set up a decent military or defensive perimeter.

I think that these succession-world games will probably be most fun when the worlds are simply generated from a random seed, without major modifications. Things like the number of volcanoes, beasts, caves and such are optional. Honestly I dunno just how insane the world will be with megabeasts and such actually wandering around occasionally. It might just get scary, especially if you set the starting pops for them real high.
Title: Re: DF2013: The Succession World?
Post by: Lolfail0009 on May 01, 2013, 08:08:04 pm
Only our tenacity will allow us to ferry the great +copper scepter+ across the world.
Title: Re: DF2013: The Succession World?
Post by: Urist Mc Dwarf on May 04, 2013, 07:05:01 am
I'm in. Also, if we do mods, what will they be. I'm thinking all animals trainable/tameable. Stone warhammers. No evil/good animal and plant restrictions. An extra hostile race for !!FUN!!
Title: Re: DF2013: The Succession World?
Post by: Yuli Vlasi on May 04, 2013, 08:56:07 am
Hello, we decided that we won't use any mods.
Title: Re: DF2013: The Succession World?
Post by: Urist Mc Dwarf on May 04, 2013, 06:19:57 pm
oh  :( :( :( :( :( :(
Title: Re: DF2013: The Succession World?
Post by: Orange Wizard on May 04, 2013, 09:46:40 pm
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.
Title: Re: DF2013: The Succession World?
Post by: Yuli Vlasi on May 05, 2013, 05:29:50 am
INFINTE POSSIBILITIES! WHY CAN'T I HOLD THEM ALL?!  :'(
Title: Re: DF2013: The Succession World?
Post by: Rumrusher on May 05, 2013, 05:53:23 am
Wait so is this thread for the next version of Dwarf fortress or are we setting up a Succession world for the current version of DF?
Title: Re: DF2013: The Succession World?
Post by: Yuli Vlasi on May 05, 2013, 08:05:16 am
Next version.
Title: Re: DF2013: The Succession World?
Post by: Mesa on May 05, 2013, 11:07:36 am
So are we starting this on day 1 of DF2013 being out or are we waiting for a more stable hotfix soon after?
(I guess that's kinda self-explanatory, but still)
Title: Re: DF2013: The Succession World?
Post by: Inarius on May 05, 2013, 12:40:17 pm
In my opinion, we should wait for the first stable version.

During the waiting time, we could test the new features to prepare our ideas for the Succession world...
Title: Re: DF2013: The Succession World?
Post by: wer6 on May 05, 2013, 05:10:55 pm
I agree.

EDIT: I have played for about 4 months, i have made at least 9 forts, ((probably tens more)) and have at least 30 adventurer's die. However, I have no clue of military, Slow to start with food and water, and have never played with Siege engineering((ballista)) I Can make A squad go kill something, but that's the limit. My main power is in industrial forging,in the first year alone I mange to set my entire military up with AT LEAST iron armor, to steel armor. , And I mostly focus on traps((first wave of traps are for little things, spears and swords for example)) then comes maces for those armored, then battle axes for those who survive those. Also, I am horrible story teller.

I could ramble on about how terrible I am , but I will  just leave it there ;)

EDIT EDIT: SPEEL CHECK
Title: Re: DF2013: The Succession World?
Post by: mastahcheese on May 05, 2013, 07:46:13 pm
Yeah, the bug-fix version would be best for the game, but we would still have fun in the pre-fix time.
Title: Re: DF2013: The Succession World?
Post by: Lolfail0009 on May 05, 2013, 10:47:05 pm
We can all discuss how the features should work, and how much better they are because they don't :D
Title: Re: DF2013: The Succession World?
Post by: Orange Wizard on May 08, 2013, 03:58:07 am
I like the idea of not starting immediately. But... more specific... will we wait for a relatively not buggy release to start our world, or will we use the first pseudo-OK release?
Title: Re: DF2013: The Succession World?
Post by: Lolfail0009 on May 08, 2013, 04:05:56 am
PseudOK sounds good to me.
Title: Re: DF2013: The Succession World?
Post by: Mesa on May 13, 2013, 12:11:45 am
You gesture!
DF2013: The Succession World? shudders and begins to move!

There has been kind of a drought lately, so I figured...
 
Title: Re: DF2013: The Succession World?
Post by: Eric Blank on May 13, 2013, 12:18:12 am
Nothing moves until final exams are over. :P
Title: Re: DF2013: The Succession World?
Post by: WillowLuman on May 13, 2013, 01:06:36 am
We're starting to run out of things to discuss, and begging to simply wait for the release. That's why it's slow.
Title: Re: DF2013: The Succession World?
Post by: Yuli Vlasi on May 13, 2013, 06:22:27 am
mastahcheese, can you tell us more about that world forge you told us about?
Title: Re: DF2013: The Succession World?
Post by: Yuli Vlasi on May 13, 2013, 06:30:01 am
Oh shit guys, I think I forgot to put someone on the list from like 20 pages ago.
Title: Re: DF2013: The Succession World?
Post by: Lolfail0009 on May 13, 2013, 06:34:38 am
Well shitballs :P
Title: Re: DF2013: The Succession World?
Post by: mastahcheese on May 13, 2013, 12:25:12 pm
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.
Title: Re: DF2013: The Succession World?
Post by: WillowLuman on May 13, 2013, 06:40:25 pm
Be even more awesome if the volcano poked out of a glacier.
Title: Re: DF2013: The Succession World?
Post by: Lolfail0009 on May 13, 2013, 06:45:06 pm
Fire so cold it burns?
Title: Re: DF2013: The Succession World?
Post by: mastahcheese on May 13, 2013, 07:17:44 pm
Fire so cold it burns?
Ice so hot it chills.
Title: Re: DF2013: The Succession World?
Post by: Yuli Vlasi on May 14, 2013, 03:30:20 am
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.
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?
Title: Re: DF2013: The Succession World?
Post by: Mesa on May 14, 2013, 06:54:50 am
So basically the Skyforge?
ME WANT!

Title: Re: DF2013: The Succession World?
Post by: mastahcheese on May 14, 2013, 06:16:02 pm
So basically the Skyforge?
ME WANT!
I have no idea what this "Skyforge" is, but I'll assume the answer is "yes"
Title: Re: DF2013: The Succession World?
Post by: Mesa on May 16, 2013, 02:37:33 pm
So basically the Skyforge?
ME WANT!
I have no idea what this "Skyforge" is, but I'll assume the answer is "yes"

Essentially the Skyrim's only lava forge - no, seriously.
Here. (http://elderscrolls.wikia.com/wiki/Skyforge)
Title: Re: DF2013: The Succession World?
Post by: Eric Blank on May 16, 2013, 03:55:41 pm
Still not a lava forge; it runs on charcoal like any good, sane smith would have it. It's just MAGIC. There was a lava forge in some dwemer ruin or something for dawnguard, though.
Title: Re: DF2013: The Succession World?
Post by: WillowLuman on May 16, 2013, 04:22:53 pm
Oh yeah, the Aetherium forge. And bonus points, since it's dwemer :D
Title: Re: DF2013: The Succession World?
Post by: mastahcheese on May 16, 2013, 06:36:04 pm
Oh yeah, the Aetherium forge. And bonus points, since it's dwemer :D
Yeah, I remember the Dwemer from when I played Morrowind, those crossbows rocked.
But yeah, basically that, but probably with more forges.
Title: Re: DF2013: The Succession World?
Post by: Mesa on May 17, 2013, 04:26:27 am
Now that I think of it, Aetherium is basically candy, isn't it?
Title: Re: DF2013: The Succession World?
Post by: Lolfail0009 on May 17, 2013, 05:04:13 am
Or the stuff between planes.
No, wait, that's just Æther. Perhaps Ætherium is made from stuff between existence?
Title: Re: DF2013: The Succession World?
Post by: WillowLuman on May 17, 2013, 09:18:33 am
No, because they have mines for it. It seems to be the glowing blue stuff on the rocks in Blackreach. Also, it seems kind of delicate, explosive they said, so not so good for weapons or armor, more for magical artifacts. But anyway, we're off topic.
Title: Re: DF2013: The Succession World?
Post by: Eric Blank on May 17, 2013, 12:37:50 pm
A lot of the glowing blue stuff visible in blackreach was fungi and moss developing on rocks, and some of the ore at least actually gives you soul gems, although aetherium itself is apparently a mineral crystal of some variety that can be found in locations like blackreach.

The fact it is nigh-impossible to damage or otherwise work with does smell of adamantine, but only in that it's another fantastical god-material that happens to be blue.
Title: Re: DF2013: The Succession World?
Post by: WillowLuman on May 17, 2013, 01:08:47 pm
Except that it's also highly explosive when exposed to certain harmonies, whatever that means. The lore said their warehouse for the stuff had to be aboveground, away from their other machines, because of this. Really, though, ought to take this discussion over to the Skyrim thread.
Title: Re: DF2013: The Succession World?
Post by: mastahcheese on May 17, 2013, 08:07:12 pm
I am so confused.
Title: Re: DF2013: The Succession World?
Post by: Eric Blank on May 17, 2013, 08:13:20 pm
I, too, am confused. And hungry.

I am looking forward to sneaking around more now that NPCs' vision is impaired by light level and air quality. Otherwise the new sneak mechanic would have been impossible because you'd just get spotted immediately before you even knew what was looking at you.
Title: Re: DF2013: The Succession World?
Post by: Lolfail0009 on May 17, 2013, 08:28:21 pm
It came from the Lake of Fog...
Title: Re: DF2013: The Succession World?
Post by: Mesa on May 19, 2013, 09:03:56 am
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)

Anyway, but once it hits, it's gonna hit HARD!
Title: Re: DF2013: The Succession World?
Post by: Remuthra on May 19, 2013, 09:09:45 am
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)

Anyway, but once it hits, it's gonna hit HARD!
Team Fortress?
Title: Re: DF2013: The Succession World?
Post by: Mesa on May 19, 2013, 09:12:14 am
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)

Anyway, but once it hits, it's gonna hit HARD!
Team Fortress?

For me it's that one.
But vast majority of the community is talking about Half-Life.
Title: Re: DF2013: The Succession World?
Post by: WillowLuman on May 19, 2013, 12:54:02 pm
They don't need TF 3 (yet), they can keep adding onto TF 2.

EDIT:This part erased, wrong thread...
Title: Re: DF2013: The Succession World?
Post by: Ruhn on May 20, 2013, 11:28:31 am
Just finished reading all this:

I like the idea of secret game logs.
- If an adventurer dies they don't post their journal until someone finds their body.
- Crimson knight is awesome.
- If a fortress falls (all dead, not abandoned) then history only posted if adventurer finds it and gets to another town.

Is there anything in fortress mode that we could designate as "the official book of history"?
It would have to be semi-easy to recognize.
A cloth image comes to mind, not sure how often people make those to sell to caravan though.

Finally, lots of mini-forts with a bridge/tunnel for crossing the larger rivers would come in handy.
Title: Re: DF2013: The Succession World?
Post by: Yuli Vlasi on May 20, 2013, 11:50:07 am

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.

*chin drops
 Good idea, good idea...
Title: Re: DF2013: The Succession World?
Post by: WillowLuman on May 20, 2013, 12:45:06 pm
I guess we'd have to go by the honor system of not checking latter years in legends mode. Setting "Don't reveal all history" in worldgen would make other things a pain in the butt.
Title: Re: DF2013: The Succession World?
Post by: Yuli Vlasi on May 20, 2013, 02:43:39 pm

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.

*chin drops
 Good idea, good idea...
WAIT, wait, wait, what if nobody wants to look for the body/fortress at all? What if nobody finds it?
Title: Re: DF2013: The Succession World?
Post by: Eric Blank on May 20, 2013, 05:22:06 pm
I for one wouldn't worry much about information transfer. It'll sort itself out. Having history revealed would be nice, though.
Title: Re: DF2013: The Succession World?
Post by: Orange Wizard on May 21, 2013, 12:52:30 am

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.

*chin drops
 Good idea, good idea...
WAIT, wait, wait, what if nobody wants to look for the body/fortress at all? What if nobody finds it?
Then no-one will ever know.
Title: Re: DF2013: The Succession World?
Post by: Mesa on May 21, 2013, 12:38:26 pm
inb4 Urist McHolmes.
Title: Re: DF2013: The Succession World?
Post by: Lolfail0009 on May 21, 2013, 06:02:16 pm
inb4 Urist McHolmes.

Benedodok Cumberakust!
Title: Re: DF2013: The Succession World?
Post by: WillowLuman on May 21, 2013, 06:28:44 pm
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.
Title: Re: DF2013: The Succession World?
Post by: Lolfail0009 on May 21, 2013, 11:47:08 pm
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.
Title: Re: DF2013: The Succession World?
Post by: Mesa on May 22, 2013, 07:22:50 am
Agreed.
Let's keep it that way, folks.
Title: Re: DF2013: The Succession World?
Post by: Ruhn on May 22, 2013, 12:01:07 pm
That works for me too.

Is having a separate item for the fort's journal a bit too much then?
I guess we can just do pure roleplay if the adventurer makes it to something that looks like a mayor's office.
Title: Re: DF2013: The Succession World?
Post by: Mesa on May 22, 2013, 02:35:15 pm
...
Something makes me think that this thing is going to reach popularity of Boatmurdered. (or at least something like Syrupleaf, since Boatmurdered is the pinnacle of succession gaming)

Also,
Succession Gaming, coming soon to a YouTube/Steam/whatever near you.
Title: Re: DF2013: The Succession World?
Post by: Eric Blank on May 22, 2013, 03:25:51 pm
Something compels me to believe it will wither and die of disinterest like the last succession world game. :P

Hard-pressed to keep it going. Got to rapidly find someone who's ready to take a turn, and present a very entertaining adventure log.
Title: Re: DF2013: The Succession World?
Post by: Lolfail0009 on May 22, 2013, 05:31:36 pm
Succession Gaming, coming soon to a YouTube/Steam/whatever near you.
I know I'll be recording my turn.
Title: Re: DF2013: The Succession World?
Post by: Mesa on May 23, 2013, 11:43:49 am
So the semi-megaprojects and quirks of the game so far:

- 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?)
Title: Re: DF2013: The Succession World?
Post by: Yuli Vlasi on May 23, 2013, 12:33:21 pm
So the semi-megaprojects and quirks of the game so far:

- 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?)
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.

Spoiler (click to show/hide)
Title: Re: DF2013: The Succession World?
Post by: WillowLuman on May 23, 2013, 12:51:16 pm
Enemy graveyard sounds good, but I'd do a proper catacomb instead of a random, mixed pile of rotting bodies.
Title: Re: DF2013: The Succession World?
Post by: Mesa on May 23, 2013, 12:57:11 pm
So the semi-megaprojects and quirks of the game so far:

- 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?)
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.

Spoiler (click to show/hide)

WFC-type thing ie. World-forge, but with other types of workshops.
Like, a World-Craftsdwarf's Shop or World-Still. (aka the world's biggest brewery)

Which honestly sounds like a good idea, to have a HUGE brewery somewhere, supplying multiple civs with delicious, delicious booze. (won't work anyway due to lack of any kind of economy in-game right now)

Title: Re: DF2013: The Succession World?
Post by: Ruhn on May 23, 2013, 04:53:17 pm
That's a pretty good list, after making a lot of bridge/valley forts I will make dungeon-forts full of treasure.
Title: Re: DF2013: The Succession World?
Post by: Mesa on May 25, 2013, 04:22:54 am
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).
(and then I wonder if that would show up on the world map, but I'm guessing no)
Title: Re: DF2013: The Succession World?
Post by: Lolfail0009 on May 25, 2013, 07:06:46 am
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).
(and then I wonder if that would show up on the world map, but I'm guessing no)
THIS! THIS x481926516541605631874021369042676141!
Title: Re: DF2013: The Succession World?
Post by: Yuli Vlasi on May 25, 2013, 07:43:45 am
Correct me if I'm wrong. You want to pour lava at the ocean (let's pretend it's multiple z-levels deep at the place you do it). The upmost layer get obsidianized.
And immediately drops to the ocean's floor because there are no supports.
With supports it should be fine though.
Title: Re: DF2013: The Succession World?
Post by: Eric Blank on May 25, 2013, 07:49:42 am
Oh no, causing cave-ins to the ocean floor is perfectly fine, assuming your computer doesn't burst into flames.
Title: Re: DF2013: The Succession World?
Post by: WillowLuman on May 25, 2013, 12:43:16 pm
Depending on where you are in the ocean, that's something like 400 levels of supports. Going by the usual 3m for every Z level, that makes 1.2km deep oceans. It would be the tallest ever dwarven made structure, and your computer would incinerate itself.
Title: Re: DF2013: The Succession World?
Post by: Mesa on May 25, 2013, 01:14:09 pm
WHATEVER!
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.
Title: Re: DF2013: The Succession World?
Post by: Orange Wizard on May 28, 2013, 12:07:49 am
My PC starts to burn at the "bigger than 1x1 embark" bit.
Title: Re: DF2013: The Succession World?
Post by: Yuli Vlasi on May 28, 2013, 07:36:27 am
WHATEVER!
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.
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.

My PC starts to burn at the "bigger than 1x1 embark" bit.
Ouch.
Title: Re: DF2013: The Succession World?
Post by: Yuli Vlasi on May 28, 2013, 08:47:21 am
It would be the tallest ever dwarven made structure, and your computer would incinerate itself.
Note taken.
Title: Re: DF2013: The Succession World?
Post by: Ruhn on May 28, 2013, 11:38:00 am
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.
Title: Re: DF2013: The Succession World?
Post by: mastahcheese on May 28, 2013, 03:53:27 pm
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.
Title: Re: DF2013: The Succession World?
Post by: Mesa on May 28, 2013, 11:45:21 pm
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.

Would be worth a small-scale try before we start acting like gods of some sort, creating islands and stuff.
Title: Re: DF2013: The Succession World?
Post by: Mesa on June 02, 2013, 02:04:14 pm
So about the assassins' guild that was mentioned in the megaprojects list...
How is that exactly gonna work? Are we going to go for various people via the player logs in the "main" thread or what?
Title: Re: DF2013: The Succession World?
Post by: Mesa on June 07, 2013, 02:10:46 pm
This thread on 3rd page of Community Games & Stories?
UNACCEPTABLE!

But OT, with so many players willing to participate and the fact that some may not do anything related to what others want to do in their turn (so let's say that someone wants to build the world-forge while someone else just wants to see that island in the remote corner of the world).
How are we going to handle that?

I don't want to have to wait for half a year just to start playing and by that time there probably won't be much to do. (could and probably am wrong, though)
Title: Re: DF2013: The Succession World?
Post by: WillowLuman on June 07, 2013, 02:16:40 pm
We already worked out a rapid turn system.
Title: Re: DF2013: The Succession World?
Post by: Yuli Vlasi on June 07, 2013, 03:03:54 pm
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...
How is that exactly gonna work? Are we going to go for various people via the player logs in the "main" thread or what?
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.
Title: Re: DF2013: The Succession World?
Post by: mastahcheese on June 07, 2013, 11:12:42 pm
The way the rapid turn will work is that when someone's turn is over, there will be a short time period (like 24 hours or so) where people will say if they can take control of it. At the end of that period, we check to see who all said they can take it, and see which of them is highest on the list, and give it to them, and then bump them back down to the bottom of the list so others can play.

It's a little more precise than that, but that's the jist of it.
Title: Re: DF2013: The Succession World?
Post by: Krevsin on June 08, 2013, 12:16:28 am
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.
Title: Re: DF2013: The Succession World?
Post by: Lolfail0009 on June 08, 2013, 03:55:48 am
Sword: Oiled and ready to unsheath.
PDA (Personal Dwarf Assistant): Heavily boozed up and bribed exorbitantly.
Music: Playing on shuffle/repeat. List constantly growing.
Designs: Drawn up, many discarded.
Overseering practice: Ain't nobody got time for dat!

I AM READY.
Title: Re: DF2013: The Succession World?
Post by: Yuli Vlasi on June 08, 2013, 04:01:37 am
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 think I might have missed putting a few people on the list. I'll fix that soon and add you too.
Welcome.
Title: Re: DF2013: The Succession World?
Post by: Mesa on June 09, 2013, 12:32:11 pm
I'm guessing that it's at least another month until the release?
I mean, I've got bigger fish to fry atm, ie. Cat-aclysm (CURSE THE FUNGAL BLOOM!) and other shenanigans, but this waiting is killing me.

Especially since almost everyone expected the release to come out before the DF2012 anniversary.
Title: Re: DF2013: The Succession World?
Post by: Krevsin on June 09, 2013, 12:49:55 pm
i, for one, do not care when it is going tobe released, as long as it is amazing. :P
Title: Re: DF2013: The Succession World?
Post by: Mesa on June 09, 2013, 12:51:45 pm
i, for one, do not care when it is going tobe released, as long as it is amazing. :P

But waiting for well over a year (for some people) might be a bit discouraging.
Title: Re: DF2013: The Succession World?
Post by: Eric Blank on June 09, 2013, 12:57:48 pm
Eh, not as bad as the wait period between 40d16 and 31.01. I was scared that development had stopped, for whatever reason. :P

Toady's keeping us well up to date on what's going on.
Title: Re: DF2013: The Succession World?
Post by: Inarius on June 09, 2013, 02:43:32 pm
Yeah, but it's still SOOOOOOOOOOOOOOOOOOOOOOOOOOOO long.

I don't even know now if this will be release before septembre or even in 2013...whereas i thought first it would come up by March.
Title: Re: DF2013: The Succession World?
Post by: mastahcheese on June 09, 2013, 05:01:17 pm
I'm personally getting worried, you can see by the latest report that their donations are dropping, people are getting clearly discouraged. If I had any money, I'd donate, but I really hope things go well.
I'm sure that when they do release it will be well worth it.
Title: Re: DF2013: The Succession World?
Post by: Inarius on June 10, 2013, 02:25:53 am
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)
Title: Re: DF2013: The Succession World?
Post by: Lolfail0009 on June 10, 2013, 11:16:40 pm
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)

Toady could apply for a Kickstarter, I believe. I don't claim to know all the T&Cs, but because the game is still in development...
Title: Re: DF2013: The Succession World?
Post by: Inarius on June 10, 2013, 11:49:03 pm
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).
Title: Re: DF2013: The Succession World?
Post by: Krevsin on June 11, 2013, 11:50:16 am
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 weakling graphic whores potential donators away.
Title: Re: DF2013: The Succession World?
Post by: Lolfail0009 on June 13, 2013, 07:02:06 pm
weakling graphic whores potential donators
Gaming industry in a nutshell.
With exceptions. The Last Of Us is ALLOWED to have graphics that good, because the rest of the game is better.
Title: Re: DF2013: The Succession World?
Post by: Ruhn on June 18, 2013, 11:42:33 am
I may have forgotten to request addition to the "fort turn list".  Please add me if that's the case.
Title: Re: DF2013: The Succession World?
Post by: Bobnova on June 18, 2013, 12:15:00 pm
I don't think we WANT people other than Toady writing it. (Or "nice" graphics) It'd lose flavor.
When DF2012 came out that was a $12k month if I remember correctly.
Title: Re: DF2013: The Succession World?
Post by: Matoro on June 18, 2013, 12:28:02 pm
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.
Title: Re: DF2013: The Succession World?
Post by: WillowLuman on June 18, 2013, 05:45:28 pm
Except, won't the world get them as it progresses in the next release?
Title: Re: DF2013: The Succession World?
Post by: Eric Blank on June 18, 2013, 05:57:39 pm
Hmm. Toady has guaranteed that he's prepared for births and deaths, but he has not guaranteed that deities will curse anything during play, or mentioned anything about it. I doubt that we'll get to see werebeasts and vampires cropping up from deity curses, and if the world is so young that nobody has been cursed yet then it may not be possible to have any vampires or werebeasts. Also, I can't recall him saying that NPC sites will be created during gameplay, so I doubt that werebeasts will claim new lairs or that pyramids will be built to house mummies. A world started from single-digit or early double-digit years may be incredibly boring, even if the entity populations maintain themselves.
Title: Re: DF2013: The Succession World?
Post by: WillowLuman on June 18, 2013, 06:00:49 pm
In that case, I suggest an exactly 100 year generation for a medium world.
Title: Re: DF2013: The Succession World?
Post by: mastahcheese on June 18, 2013, 06:09:06 pm
I specifically asked Toady if we would get necros, mummies, vampires, werebeast, etc., and he said no, not for right now when it's released.
Title: Re: DF2013: The Succession World?
Post by: Mesa on June 21, 2013, 07:27:01 am
That's kinda sad.
Oh well.

In other news, bumping this from the third page. (top of the page, but still)
Title: Re: DF2013: The Succession World?
Post by: Yuli Vlasi on June 21, 2013, 11:10:02 am
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.
I already enjoyed DF before the necromancer update last year (oh shit, time has passed), but yeah, that's a point.
Title: Re: DF2013: The Succession World?
Post by: Mesa on June 29, 2013, 05:37:09 am
Bump, I guess?

Goddamnit, I just want this damn thing to be a thing so that I can actually enjoy playing DF again (stuck with Cogmind and Cata in roguelike department atm).
Title: Re: DF2013: The Succession World?
Post by: Spish on June 29, 2013, 10:51:43 am
You could always just sign up for one of the already existing succession worlds. They're mainly for adventurers, but there's nothing stopping you from devoting your turn to fortress building/raiding as well.

'Sides, you won't actually get to play until the DF2013 succession world is well underway. Which could be a quite a long time from now, to say the least.
Title: Re: DF2013: The Succession World?
Post by: Yuli Vlasi on June 30, 2013, 05:49:27 am
Quote from Toady:
'I've mostly been discovering and repairing broken gob map connections, which is a pain since the largest structure can be more than 150 Z levels from top to bottom (mostly underground).'

Looks like I'll be spending more time in adventure mode in after the next update.
I'll update the sucession list today, I'll edit it in this post.

Here is the last one I posted. I forgot to put some people on it, so it'll have to be updated.
1.mastahcheese
2.wer6
3.(NAV)
4.Kalemyr Skyfire
5.(Xantalos)
6.eharper256
7.Yuli Vlasi
8.Broken
9.GreatWyrmGold
10.Delioth
11.antlion12
12.(aussieevil)
13.Wolfy
14.TheKaspa - Dorf only
15.wowie
16.StLeibowitz
17.InsanityIncarnate
18.Volfgarix
19.apiks
20.BronzeAge
21.Absolutis
22.Shrimp12345
23.☼!!Troll Fur Sock!!☼
24.SilverDragon
25.Talvieno
26.Bloax
27.Glloyd
28.Insanity X
29.Volidrus
30.Scootagoose
31.Gavakis
32.Stoutpants
33.Inarius
34.HugoLuman
35.Lightningfalcon
36.Tevish Szat
37.kerlc
38.mocman
39.Sindain
40.Giver99
41.Korbac
42.DarkDXZ
43.lwCoyote
44.hairypotatoes
45.Spish
46.The Hadad
47.Lolfail0009
48.Dwarvinator
Title: Re: DF2013: The Succession World?
Post by: Krevsin on June 30, 2013, 06:28:43 am
The thing about succession Adventure games is that the save file can reach ridiculous sizes.

If world sucession will operate on a similar principle, we should be well past the 1GB mark when we reach the 40th player.

Also, you forgot to add me to the player list.
Title: Re: DF2013: The Succession World?
Post by: Spish on June 30, 2013, 10:12:12 am
^ This is actually completely avoidable. Visiting finished fortresses in adventure mode seems to pack them away, to the point where they take up almost no space in the save folder. Though the case may or may not be different in DF2013, what with retired forts becoming a thing.
Title: Re: DF2013: The Succession World?
Post by: Mesa on June 30, 2013, 02:41:08 pm
Actually, I can wait for the release.
I am hosting an ASG (link in the sig) and playing two evolution games, so I'm fairly occupied for the time being.

Still though, can't wait for the damn release to come out already. I believe that the only things there are left to do are the finalization of sites (and adding kobold sites), right? Or am I missing something?
Title: Re: DF2013: The Succession World?
Post by: mastahcheese on June 30, 2013, 05:41:17 pm
It makes me so happy to see my name at the top of that list.
Title: Re: DF2013: The Succession World?
Post by: Lolfail0009 on June 30, 2013, 07:46:12 pm
WHEEEEEEEEEEEE
I'M FORTY-SEVENTH!
Title: Re: DF2013: The Succession World?
Post by: Yuli Vlasi on July 01, 2013, 09:29:59 am
Also, you forgot to add me to the player list.
I know ^^
WHEEEEEEEEEEEE
I'M FORTY-SEVENTH!
I missed at least two people, you could be number 50.

I still haven't updated the list.
Title: Re: DF2013: The Succession World?
Post by: DVNO on July 12, 2013, 12:25:21 am
SO, Wait.  Are there any rules against killing or trying to kill Player Characters during your turn?

I'd like to start a League of Vampire hunters, for example. Like Fort Dawnguard from Skyrim. It's not like I'm RDM'ing everybody or anything like that.

If my mission statement is 'kill all vampires' and I have to let PC vampires live, then it kind of puts the quest in an endless, pointless loop.

If this isn't a problem, id like a turn.
Title: Re: DF2013: The Succession World?
Post by: mastahcheese on July 12, 2013, 12:28:05 am
Personally, if I had a hero wandering about, and someone killed him, I wouldn't care too much, but some people get picky about it.
I think you're ok, I might even intentionally make some super-powered vamps for you to go after. Maybe lure a vamp to a fort, and chuck his bleeding body in the water supply with no booze around.
Title: Re: DF2013: The Succession World?
Post by: Eric Blank on July 12, 2013, 08:02:33 am
Darkerdark had so much fun with that when I turned my fort into vampires for the retirement home game :D
Title: Re: DF2013: The Succession World?
Post by: wer6 on July 20, 2013, 11:40:39 am
I believe I am first, so what shoul di do, should I adventure or fort first? decisions decisions.

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.
Title: Re: DF2013: The Succession World?
Post by: mastahcheese on July 20, 2013, 04:38:13 pm
I believe I am first, so what shoul di do, should I adventure or fort first? decisions decisions.

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.
Actually, you're second, I'm first.

And I don't think we'll be doing this exactly by the list, anyways, so you could probably arrange that.
Title: Re: DF2013: The Succession World?
Post by: Timeless Bob on July 20, 2013, 06:24:42 pm
Been ghosting this discussion for awhile. 

I'm also a bit impatient to have a living, evolving world to mess around in myself. Instead of waiting for whatever Toady comes up with in the nebulous future, I set up the Timeline Challenge mentioned in my sig.  Until the update comes around, that may be something to mess around with to scratch the itch.
Title: Re: DF2013: The Succession World?
Post by: Orange Wizard on July 21, 2013, 03:17:00 pm
Really? I just wanted trees.
Title: Re: DF2013: The Succession World?
Post by: Mesa on July 30, 2013, 10:10:29 am
You gesture!
DF2013: The Succession World? shudders and begins to move!

On a more serious note, I absolutely can't wait to visit the deep dorf sites. (or any sites, really)
Especially if we get a whole system of deep dwarven forts connected via the caverns.

So much fun and Fun is to be had if that's the case.
If not, well, there's a lot of other stuff to do.
Title: Re: DF2013: The Succession World?
Post by: wer6 on August 17, 2013, 09:31:38 pm
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! :D
Title: Re: DF2013: The Succession World?
Post by: mastahcheese on August 17, 2013, 09:46:13 pm
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! :D
Dwarves spontaneously combusting? Just a normal day in Dwarf Fortress.
Title: Re: DF2013: The Succession World?
Post by: Kalsb on August 18, 2013, 08:52:22 am
Hey, mind if I join if this thing ever gets off the ground?
Title: Re: DF2013: The Succession World?
Post by: sjm9876 on August 18, 2013, 08:59:10 am
Hey, mind if I join if this thing ever gets off the ground?
^ This
Title: Re: DF2013: The Succession World?
Post by: WillowLuman on August 18, 2013, 07:11:50 pm
This will roar back into life when the next release comes out, I have a feeling.
Title: Re: DF2013: The Succession World?
Post by: Baffler on August 18, 2013, 07:14:54 pm
This has so much potential, especially so depending on if the civilization politics aspects make it in. We could be looking at a whole separate player-created civ with it's own enemies and political concerns. I can't believe I didn't notice this thread before, as though I needed another reason to be excited for the new release.
Title: Re: DF2013: The Succession World?
Post by: ShadowHammer on August 18, 2013, 08:23:06 pm
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?
Title: Re: DF2013: The Succession World?
Post by: mastahcheese on August 19, 2013, 12:06:47 am
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.

All I can say is that I know it will be awesome when it does come out.
Title: Re: DF2013: The Succession World?
Post by: Mesa on August 19, 2013, 05:50:30 am
I would LOVE if the new version would come out before the school (in here) starts (ie. in September).
Because high school is scary stuff. ;_;

(I know that school is school ie. you do nothing for the most part, but still)
Title: Re: DF2013: The Succession World?
Post by: WillowLuman on August 19, 2013, 12:26:45 pm
I've got till the very end of September before I have to actually go off to college, and I've only got 3 classes this quarter, so I'm ready any time. Except at midterm.
Title: Re: DF2013: The Succession World?
Post by: Ruhn on August 19, 2013, 03:22:43 pm
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?

I think the plan was this will be the "official original first" succession world, but other succession worlds with their own themes will surely pop up.

With so many people we can have strict rules for turn start and length to keep it moving.
Title: Re: DF2013: The Succession World?
Post by: wer6 on August 25, 2013, 03:30:06 pm
Are we gonna have A graphics pack? because I haven't had DF in ASCII in so long I forgot how to read it.
Title: Re: DF2013: The Succession World?
Post by: mastahcheese on August 25, 2013, 03:35:46 pm
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.
It wouldn't bother me, at least.
Title: Re: DF2013: The Succession World?
Post by: wer6 on August 25, 2013, 07:19:26 pm
Im thefirst second person, I don't know if I'd anger the entire player pack by doing that :P
Title: Re: DF2013: The Succession World?
Post by: Orange Wizard on September 10, 2013, 11:48:22 pm
Im thefirst second person, I don't know if I'd anger the entire player pack by doing that :P
Probably.
I always get crazy tileset issues when I try to use a non-graphics version of a game previously used with graphics.
Title: Re: DF2013: The Succession World?
Post by: wer6 on September 12, 2013, 08:38:37 pm
Well, ill just see if there is one by then, if not, well ill pretend the overseer is blind and senses by hearing, so more !!FUN!!
Title: Re: DF2013: The Succession World?
Post by: Mesa on November 04, 2013, 01:07:40 am
With DF2013 nearing release I felt like bringing this up again at worst will cause it to go back to whatever page this was on. ::)
I'm just kind of bored, really.

At least this isn't just a
Quote
Bump.

Alright, it kind of is, but... :V
Title: Re: DF2013: The Succession World?
Post by: mastahcheese on November 04, 2013, 01:13:30 am
I had forgotten about this, honestly.

I can't wait for the release! It sounds like they're in the final runs, though, so it shouldn't be much longer.
I can't blame them for it taking this long, I mean, it's pretty much the biggest shift since it went 3D.
Title: Re: DF2013: The Succession World?
Post by: Eric Blank on November 04, 2013, 01:25:12 am
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.

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.
Title: Re: DF2013: The Succession World?
Post by: mastahcheese on November 04, 2013, 01:33:52 am
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.

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.
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.
Title: Re: DF2013: The Succession World?
Post by: DVNO on November 04, 2013, 02:22:57 am
"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 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!"

I seriously can't wait for someone to uncork the spoilers and watch the ripple effect as the clowns slowly change everyone's Forts and adventures. A truly cataclysmic event. That's what I crave.
Title: Re: DF2013: The Succession World?
Post by: mastahcheese on November 04, 2013, 02:40:49 pm
That was beautiful.
Title: Re: DF2013: The Succession World?
Post by: Ruhn on November 04, 2013, 03:28:54 pm
Things could get fun for my little outposts if the spoilers get loose.
I don't think our bearded friends are smart enough to lock down a fortress automatically when danger comes.
Title: Re: DF2013: The Succession World?
Post by: Eric Blank on November 04, 2013, 04:51:00 pm
Almost certainly they would be doomed.

Good news is, though, that Toady mentioned he hasn't gotten megabeasts or demons roaming around like night trolls do, and even when they do, demons might not flood outwards in droves to conquer the world. They'll just make the region surrounding the fortress completely inaccessible by any decent standard :P
Title: Re: DF2013: The Succession World?
Post by: Kydrasz on November 04, 2013, 04:56:59 pm
That would make for a fun reclamation. Fighting the demons for the land your predecessors died on.
Title: Re: DF2013: The Succession World?
Post by: Elephant Parade on November 11, 2013, 03:54:11 am
Posting to watch.

Edit:
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.

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
:P
Title: Re: DF2013: The Succession World?
Post by: Mesa on November 13, 2013, 01:16:24 am
Posting to watch.

Edit:
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.

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
:P

I want to go and tell my past self (and your past selves, for that matter) that the new DF release is still not out in November 2013.
And see their, and thus also ours, hearts, crashed.
Title: Re: DF2013: The Succession World?
Post by: FireCrazy on November 13, 2013, 08:50:03 am
Might join in on this.
Title: Re: DF2013: The Succession World?
Post by: Lolfail0009 on November 16, 2013, 02:51:21 am
Oh that's right!
This is a thing!
Title: Re: DF2013: The Succession World?
Post by: Elephant Parade on November 16, 2013, 12:52:06 pm
Did I mention in my PTW that I wanted to join in on this? Because I think I forgot.
Title: Re: DF2013: The Succession World?
Post by: wer6 on November 16, 2013, 01:23:14 pm
Yep, I think who ever is after me might just find the fort rather fucked up, cause I cant read ascii very well, and I cant tell the difference between A cat A Bronze colossus easily, but other wise !!FUN!!
Title: Re: DF2013: The Succession World?
Post by: WillowLuman on November 16, 2013, 02:33:33 pm
Succession World, not succession fort. It doesn't really matter if one fort gets screwed up, unless it was important.
Title: Re: DF2013: The Succession World?
Post by: Rhyme on November 16, 2013, 03:19:55 pm
I am really interested in this.
Title: Re: DF2013: The Succession World?
Post by: Mesa on November 17, 2013, 07:58:19 am
Looking back at those early pages of this thread makes me kind of sad, back when we thought that the new release would be out in May!
IN MAY! (actually every month, for that matter)

In any case, I really do hope that this time DF2013 actually comes out within a month. Pretty sure that it has been delayed many a time already. (for good reasons, though)
I want to become the dwarven elven kobold Hermes.

That is, steal. :P
Come on, imagine all the stories that could spawn from this!

Thief: The Dwarf Project, anyone?
Title: Re: DF2013: The Succession World?
Post by: FireCrazy on November 17, 2013, 09:47:16 am
Gonna create a merchant fort and send out Merchant Adventurers to trade with other fortresses.
As for my estimate of the release date, I'm thinking late December.
Title: Re: DF2013: The Succession World?
Post by: mastahcheese on November 17, 2013, 07:54:43 pm
I'm planning on making a fort, and filling it with vampires.
The retire it so that the next person to make a fortress will get flooded with vampire immigrants.
Bwahahahha.

Then steal a necromancer slab and make 40 necromancer dwarf adventurers and retire them.
Title: Re: DF2013: The Succession World?
Post by: FireCrazy on November 18, 2013, 03:53:03 am
I could create my own necromancer tower, and create some necromancer adventurers and retire in the necromancer fort/tower. Then occasionally attack nearby hamlets and towns, and maybe other fortresses.
Title: Re: DF2013: The Succession World?
Post by: Lolfail0009 on November 18, 2013, 03:59:26 am
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
Title: Re: DF2013: The Succession World?
Post by: WillowLuman on November 18, 2013, 05:06:11 pm
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.
Title: Re: DF2013: The Succession World?
Post by: Lolfail0009 on November 18, 2013, 07:25:41 pm
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.

Yeah, we need to tone down the insanity a bit...

Well, If I abandon and reclaim after a few FBs get in, then it's dark with monsters about.
Title: Re: DF2013: The Succession World?
Post by: mastahcheese on November 19, 2013, 01:34:57 am
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.

It will be glorious.
And there will probably be a dozen dwarf babies that have killed a titan from the day they were born.
Title: Re: DF2013: The Succession World?
Post by: WillowLuman on November 19, 2013, 01:45:38 pm
By being thrown at it, of course.
Title: Re: DF2013: The Succession World?
Post by: Mesa on November 19, 2013, 04:31:58 pm
Some people are underestimating the importance of this update from a succession gaming standpoint, I have a feeling.
I mean, this is pretty much the closest we'll ever get to real-time multiplayer, right? (excluding stuff like inter-world travel, maybe)

Which gets me that much more hyped, being able to visit Boatmurdered wannabe forts and all.
And bring in some stuff should you guys need it. :)

Aaanyway, the hype has long ago killed me now...
Title: Re: DF2013: The Succession World?
Post by: StLeibowitz on November 19, 2013, 06:39:20 pm
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.

As opposed to passively on fire?
Title: Re: DF2013: The Succession World?
Post by: wer6 on November 19, 2013, 10:08:41 pm
so...err... my fort is gonna be ... err... NORMAL! as NORMAL AS POSSIBLE! no science will be conducted, no insane people, and especially no dwarfs aloud, ill modd the raws to allows elves to be able to build forts and then everything got set on fire by the dwarfs again, damn.
Title: Re: DF2013: The Succession World?
Post by: Mesa on November 23, 2013, 07:00:27 am
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.
Title: Re: DF2013: The Succession World?
Post by: FireCrazy on November 23, 2013, 07:42:23 pm
I think so, from what I can remember in one of the DF Talks.
Title: Re: DF2013: The Succession World?
Post by: wer6 on November 23, 2013, 09:25:53 pm
< builds huge wall around fort, making sure no  evil adventurerers come in and science up the place/ burn to ground.
Title: Re: DF2013: The Succession World?
Post by: mastahcheese on November 23, 2013, 10:16:06 pm
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.

I also think so, I'm pretty sure it was mentioned that this was going to be possible.
Title: Re: DF2013: The Succession World?
Post by: Ruhn on November 23, 2013, 10:43:41 pm
< builds huge wall around fort, making sure no  evil adventurers come in and science up the place/ burn to ground.

I had a similar idea.  Doing a bunch of 1x5 embarks around a main fortress and building walls.  I think it will have in impact on invading armies?  Either they wouldn't be able to target the utopia inside for attacks, or they would have to fight through the outer fortress gates.

In a future release it would be cool to get alerts if nearby settlements are sieged, or fall.
Title: Re: DF2013: The Succession World?
Post by: Mesa on November 24, 2013, 11:15:37 am
Welp, demigodly militia, anyone?
Title: Re: DF2013: The Succession World?
Post by: Mesa on December 01, 2013, 04:55:26 pm
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.

Also, we need to build a fortress dedicated to being a sort of "hero resort" where adventurers can retire and be pulled off for fortress-saving purposes as needed.
So many ideas, yet we're still waiting.

DarkDXZ is sad
Title: Re: DF2013: The Succession World?
Post by: mastahcheese on December 01, 2013, 05:47:32 pm
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.
Title: Re: DF2013: The Succession World?
Post by: apiks on December 02, 2013, 06:08:29 am
If he releases it on Christmas, I might as well give him a cookie.
Title: Re: DF2013: The Succession World?
Post by: Rhyme on December 02, 2013, 07:15:26 am
If he releases it on Christmas, I might as well give him a cookie.
+1, but cakes are better
Title: Re: DF2013: The Succession World?
Post by: apiks on December 02, 2013, 07:48:10 am
If he releases it on Christmas, I might as well give him a cookie.
+1, but cakes are better

Right. I full-heatedly agree. Might as well make Santa's little elf do it.

*turns around and shouts*

"Mastahcheese! Where's ye pastry maker?
Title: Re: DF2013: The Succession World?
Post by: MDFification on December 02, 2013, 06:24:46 pm
Man if this turns out to be possible I'm so in.
... 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.

EDIT:
What happens when we inevitably unleash hell, get overrun due to inadequate prep, and let the demons just migrate into the fort next door?
Title: Re: DF2013: The Succession World?
Post by: mastahcheese on December 02, 2013, 11:29:01 pm
Man if this turns out to be possible I'm so in.
... 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.
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.
So it should pose less of an issue that it normally would. Such is the advantage of the game lasting multiple, separate forts/adventures rather than just one.

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.
Title: Re: DF2013: The Succession World?
Post by: Elephant Parade on December 02, 2013, 11:33:50 pm
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.
Title: Re: DF2013: The Succession World?
Post by: mastahcheese on December 02, 2013, 11:48:21 pm
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.
The way we'll do it is that when someone ends their turn, they'll announce it, and then for 24 (or however many) hours, people can say if they can take the next go, and of all the people that say they can, the person that is currently highest on the list will get precedent, and then be shunted back down to the bottom of the list when their turn ends.
So it won't exactly go in order, so that we don't end up with periods of waiting on just one person who doesn't respond.
Title: Re: DF2013: The Succession World?
Post by: Eric Blank on December 03, 2013, 05:51:43 am
That actually seems like a very efficient way to go about it.
Title: Re: DF2013: The Succession World?
Post by: Ruhn on December 03, 2013, 10:10:53 am
I like that idea a lot too.
Title: Re: DF2013: The Succession World?
Post by: Mesa on December 03, 2013, 10:15:14 am
That actually seems like a very efficient way to go about it.
I like that idea a lot too.

+1

I'm totally not gonna bribe people to skip their turns so that I can play myself earlier on our world...
I'm really not going to do that - there'd be nothing for me to do, seeing as I don't play Fortress mode.

Maybe there still would be something (new sites and such), but not as much as if I did let people build their megaprojects first.
Title: Re: DF2013: The Succession World?
Post by: bsnott on December 08, 2013, 02:22:12 pm
I am so in for when
Spoiler: DF2013 (click to show/hide)
comes along.
Title: Re: DF2013: The Succession World?
Post by: Mesa on December 13, 2013, 11:49:18 am
Quote
  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.

I think this might be interesting for our Succession World business. *wink wink nudge nudge*
Title: Re: DF2013: The Succession World?
Post by: Mesa on December 13, 2013, 05:47:32 pm
I was very much bored, so I made this. (http://www.youtube.com/watch?v=rUptvVF3kbw)
Clearly the boredom is high when I make videos and even record my voice. In bloody English! Now that's heresy!

"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!"
Title: Re: DF2013: The Succession World?
Post by: mastahcheese on December 13, 2013, 07:07:56 pm
I imagine that many sites will have their claims contested and counter-contested throughout the history of our world.

I think when it's released, and I make the world and take my first turn, the first thing I'll do is make an adventurer, not to go mess with people and their homes, but just to go see how the world moves, and talk to people.
I think I'd do that for maybe the first day of my turn (we agreed that turns would last 1 week, right? Or am I mistaken?) and then get to work on the world's first fort.
Title: Re: DF2013: The Succession World?
Post by: DVNO on December 13, 2013, 08:45:25 pm
Very, Very awesome DarkDXZ! :D

That made my day. It really did.

If you're looking for more stuff of mine to narrate, here's TormentHug (http://www.bay12forums.com/smf/index.php?topic=127626.0).

Chapter 2 coming soon!*

*chapter 2 may never come
Title: Re: DF2013: The Succession World?
Post by: Mesa on December 14, 2013, 06:06:34 am
That was just a one-time thing, at least for the time being.
Though who knows, I need to sharpen up my pronunciation a bit, so something may or may not be coming. 
Title: Re: DF2013: The Succession World?
Post by: TD1 on December 14, 2013, 07:25:46 pm
I liked it too. Also, I'm in.
Title: Re: DF201...HHHNNNNNGGGGGGGG, YOU CAN STILL DO IT TOADY! (Succession world)
Post by: Mesa on December 18, 2013, 04:51:23 am
That title.
I too wanted DF2013 to still be a thing, but let's face the truth, it's just borderline impossible, especially with Christmas right around the corner (and it will Toady a day or two off).

If we have to start calling it DF2015 then we'd have a problem.
Title: Re: DF201...HHHNNNNNGGGGGGGG, YOU CAN STILL DO IT TOADY! (Succession world)
Post by: WillowLuman on December 18, 2013, 04:53:37 am
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.
Title: Re: DF201...HHHNNNNNGGGGGGGG, YOU CAN STILL DO IT TOADY! (Succession world)
Post by: Mesa on December 18, 2013, 05:04:15 am
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.

Pretty sure Duke Nukem fans said that about Forever.
Title: Re: DF201...HHHNNNNNGGGGGGGG, YOU CAN STILL DO IT TOADY! (Succession world)
Post by: WillowLuman on December 18, 2013, 05:13:44 am
Are you seriously comparing Dwarf Fortress to Duke Nukem?
Title: Re: DF201...HHHNNNNNGGGGGGGG, YOU CAN STILL DO IT TOADY! (Succession world)
Post by: Mesa on December 18, 2013, 06:01:03 am
The only comparison I can make here is to Forever's devcycle, which outclasses DF's lengthiest cycle by a huge margin.
DNF is older than me, if I read it right.
Title: Re: DF2014: it's pretty much confirmed by now. (Succession world)
Post by: Mesa on December 29, 2013, 04:37:15 pm
DF2014 and onwards!
This really is the longest DF devcycle yet. And it'll only get longer, I'm thinking, what with there being more and more stuff needing to be worked on and all...
Title: Re: DF2014: it's pretty much confirmed by now. (Succession world)
Post by: Remuthra on December 29, 2013, 04:39:09 pm
I wonder if an algorithm for development cycles could be extrapolated...
Title: Re: DF2014: it's pretty much confirmed by now. (Succession world)
Post by: Eric Blank on December 29, 2013, 09:24:23 pm
The work is definitely winding down; Toady is working on the list of bugs and tying up loose ends. We'll be seeing something by March. Probably.

Also, I highly doubt it's possible to write an algorithm to predict the length of development cycles to any degree of accuracy.
Title: Re: DF2014: it's pretty much confirmed by now. (Succession world)
Post by: Ruhn on December 29, 2013, 09:47:15 pm
I think an estimation would be possible if we had a list of features and an approximate knowledge of how complex each one is.  Compare that information to the historical records of the other cycles and BAM!  Project Management at it's finest.
Title: Re: DF2014: it's pretty much confirmed by now. (Succession world)
Post by: Elephant Parade on December 30, 2013, 12:18:10 am
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.
Title: Re: DF2014: it's pretty much confirmed by now. (Succession world)
Post by: Yuli Vlasi on December 30, 2013, 05:59:26 am
Quote
Re: DF2014: it's pretty much confirmed by now. (Succession world)
Woah duuuude, don't rush it. We still have two days left maaaaan.

Oh and I'll have to update the list sometime.
Title: Re: DF2014: it's pretty much confirmed by now. (Succession world)
Post by: Mesa on December 30, 2013, 08:41:09 am
All in all though, nobody's going to tell us we're not close to the release now.
Then again, we thought pretty much the same in March earlier this year, so what do I know.
Title: Re: DF2014: it's pretty much confirmed by now. (Succession world)
Post by: Dwarf4Explosives on December 30, 2013, 10:03:00 am
I'd like to sign up for a turn. Are we allowed to hide stuff if it's our stuff (i.e. one of my dwarves makes an artifact and I decide to have it hidden it in a remote cave)? Also, are we allowed to affect geography majorly?

PS:
Spoiler (click to show/hide)
PPS:
Spoiler (click to show/hide)
PPPS:
Spoiler (click to show/hide)
Title: Re: DF2014: it's pretty much confirmed by now. (Succession world)
Post by: mastahcheese on December 30, 2013, 11:41:28 am
If you want to keep something secret, then all you'd have to do is not mention it.

And it's not like we could stop you, although if an artifact is created, then someone will likely get curious when they look in Legends, look it up to see where it was made, when it was made, and try to deduce where it went.
Title: Re: DF2014: it's pretty much confirmed by now. (Succession world)
Post by: Dwarf4Explosives on December 30, 2013, 11:59:11 am
The reason I'm asking is that one of the rules mentioned early on in the thread is "No hiding stuff".
Title: Re: DF2014: it's pretty much confirmed by now. (Succession world)
Post by: mastahcheese on December 30, 2013, 12:18:13 pm
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.
Title: Re: DF2014: it's pretty much confirmed by now. (Succession world)
Post by: Dwarf4Explosives on December 30, 2013, 01:04:35 pm
My plan is, after all, to build something to discover in adventure mode. And then see what it does to the map (i.e. will the map tiles change once enough embark squares have been modified by my plan).

EDIT: Also:
Does putting lignite in a (magma-safe) bin and then temporarily submerging it in magma still equal eternal fire?
Title: Re: DF2014: it's pretty much confirmed by now. (Succession world)
Post by: mastahcheese on December 30, 2013, 01:20:22 pm
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.
Title: Re: DF2014: it's pretty much confirmed by now. (Succession world)
Post by: Dwarf4Explosives on December 30, 2013, 01:24:54 pm
That wouldn't be fixing, that would be ruining our !!FUN!!. I need that unintentional feature for my plans.

Does anyone have an idea how to get dwarves to push a lever once a fort is abandoned? Maybe setting it to be pulled right before abandoning it (and if a delay is wanted, adding a floodgate (that is opened by another lever) in the path to the first lever)?
Title: Re: DF2014: it's pretty much confirmed by now. (Succession world)
Post by: mastahcheese on December 30, 2013, 01:28:28 pm
Why don't you just make an adventurer and go pull it yourself? I think you can pull levers as an adventurer.
Title: Re: DF2014: it's pretty much confirmed by now. (Succession world)
Post by: Broken on December 30, 2013, 01:29:24 pm
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.
Title: Re: DF2014: it's pretty much confirmed by now. (Succession world)
Post by: mastahcheese on December 30, 2013, 01:31:07 pm
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.
I did, and I sincerely hope that I'm wrong, because I want to play it.
Title: Re: DF2014: it's pretty much confirmed by now. (Succession world)
Post by: Dwarf4Explosives on December 30, 2013, 01:33:45 pm
My plans wouldn't work if that one lever is pulled by the adventurer. Oh well, I can probably set up a time-delay system with pressure plates as an alternative to a lever.
Title: Re: DF2014: it's pretty much confirmed by now. (Succession world)
Post by: Mesa on December 30, 2013, 01:38:15 pm
It may come out this year (as unlikely as it sounds), but we won't get nearly enough time to still be worth calling it DF2013. ::)

Also,
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.

This rule is BS, removepls. I want to be able to store all the stolen artifacts in a cave that only I know the location of.
I have the right to be a sonofab!tch kobold Armokdamnit.
Title: Re: DF2014: it's pretty much confirmed by now. (Succession world)
Post by: WillowLuman on December 30, 2013, 06:32:50 pm
There shall be Koboldicus, the kobold slayer of kobolds.
Title: Re: DF2014: it's pretty much confirmed by now. (Succession world)
Post by: Timeless Bob on December 30, 2013, 06:44:39 pm
I can see a dragon traveling around collecting artifacts too.
Title: Re: DF2014: it's pretty much confirmed by now. (Succession world)
Post by: Mesa on December 30, 2013, 06:48:22 pm
I can see a dragon traveling around collecting artifacts too.

Pfft. Dragons.
Pesky fat flying lizards with a chronic heartburn.
Title: Re: DF2014: it's pretty much confirmed by now. (Succession world)
Post by: Yuli Vlasi on December 31, 2013, 04:35:20 am
There shall be Koboldicus, the kobold slayer of kobolds.
There shall be Koboldslayerofkobolds-icus, the koboldslayer slayer of screw-your-stuff.
Title: Re: DF2014: it's pretty much confirmed by now. (Succession world)
Post by: Yuli Vlasi on December 31, 2013, 04:36:07 am
I can see a dragon traveling around collecting artifacts too.
Oh and a guy who pretends to be a dragon.
Title: Re: DF2014: it's pretty much confirmed by now. (Succession world)
Post by: MDFification on December 31, 2013, 12:51:45 pm
I just wonder what happens when you force an embark on a retired fort using DFhack.

Think of the possibilites. One person builds a traditional fort, then retires. Someone comes along and builds a fort purely in the caverns, then retires. Someone comes along and builds a surface fort, then retires. You've got three forts in one embark, all of them independent of one another and only one playable at a time. It'd be like embarking on someone else's site right now.
Except with caravan interaction, raiding parties and so on, it'll probably be thoroughly bugged. Maybe someone should experiment with it first outside the succession game.
Title: Re: DF2014: it's pretty much confirmed by now. (Succession world)
Post by: Dwarf4Explosives on December 31, 2013, 01:32:43 pm
That's what the "messing-around with stuff" secondary world (that was suggested and accepted relatively early on) is for.
Title: Re: DF2014: it's pretty much confirmed by now. (Succession world)
Post by: wer6 on December 31, 2013, 03:50:07 pm
I think my fort will be probably of elves, gonna capture 'em all and keep them there for their safety/science.
Title: Re: DF2014: it's pretty much confirmed by now. (Succession world)
Post by: DVNO on December 31, 2013, 06:04:12 pm
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 ...
Title: Re: DF2014: it's pretty much confirmed by now. (Succession world)
Post by: Ruhn on December 31, 2013, 07:17:39 pm
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 ...

This is an AWESOME idea!  The occasional train station mini-forts could offer snacks and sell tickets to get on the train (coin activated pressure plates?)
Title: Re: DF2014: it's pretty much confirmed by now. (Succession world)
Post by: Mesa on December 31, 2013, 07:19:00 pm
By my standards, DF2013 is officially an archaic term, what with 2014 being here now. (though not in America yet, so I don't really know anymore)
Title: Re: DF2014: it's pretty much confirmed by now. (Succession world)
Post by: DVNO on December 31, 2013, 07:30:41 pm
I was thinking more of something like a custom workshop called 'Minecart Ticketbooth' that gave a Minecart for 25 COIN of any material.
Title: Re: DF2014: it's pretty much confirmed by now. (Succession world)
Post by: Dwarf4Explosives on December 31, 2013, 07:49:40 pm
It's been agreed that there won't be any modding. Although that seems relatively minor. Maybe you could set it up so that when you pay 25 coins, you can get into one of the tracks (I'd suggest a multi-tier, walled off doublesided railroad, with rollers that activate after you step on a pressure plate) and all the other access is locked from the outside, only allowing you to get outside using a system that resets and closes off the track when you're gone. I have no idea how to make sure there's a minecart at every place, though.
Title: Re: DF2014: it's pretty much confirmed by now. (Succession world)
Post by: Eric Blank on December 31, 2013, 07:59:36 pm
You'd have to manufacture the minecarts at stations during play and store them. Leave the track open to use freely and just make the minecart delivered by the mechanism that accepts coins. From a hatch above, perhaps.

That's a truly insane idea, in my opinion. Especially since armies in adventure mode wont be able to path across these great walls of fortresses covering the landscape: Toady explained that they will path around player forts, but when you've got a string of forts hundreds of kilometers long their road trips are going to become quite monumental. And if you misallign the tracks, someone's going to end up with multiple compound fractures. Or a sword where their arm used to be. :P
Title: Re: DF2014: it's pretty much confirmed by now. (Succession world)
Post by: Xantalos on December 31, 2013, 08:01:19 pm
Anybody wanna bet that Toady releases DF2013 at 11:59:59 Seattle Time?
Title: Re: DF2014: it's pretty much confirmed by now. (Succession world)
Post by: Remuthra on December 31, 2013, 08:02:02 pm
Anybody wanna bet that Toady releases DF2013 at 11:59:59 Seattle Time?
Sure, and I also bet that he is a timelord.
Title: Re: DF2014: it's pretty much confirmed by now. (Succession world)
Post by: Elephant Parade on December 31, 2013, 08:05:39 pm
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.
Title: Re: DF2014: it's pretty much confirmed by now. (Succession world)
Post by: MDFification on December 31, 2013, 08:06:45 pm
You can use DFhack's embark anywhere plugin to embark overlapping with your previous fort, so you can continue building  without being interrupted by being too close the edge of the map. That way you can have a continuous rail track until you hit the next stop.
Now, the real question; do you build it underground (like a dwarf) or above ground on a raised platform cast out of obsidian, with tunnels underneath so you don't mess up caravan routes?
Also, this way we can connect the various forts, which is awesome. I initially thought we should build all of our forts right next to eachother, so we'd build us a metafort (a fort composed of multiple forts?). This would let us ride in adventure mode from one fort to another! Can't imagine that we can send supplies to eachother in real time, though, unless we make massive resupply runs in adventure mode.

How you gonna power the rails, though? It can't be windmills or surface waterwheels, because they can be taken out by titans/dragons. So it has to be underground waterwheels. Intriguing.
Title: Re: DF2014: it's pretty much confirmed by now. (Succession world)
Post by: Eric Blank on December 31, 2013, 08:24:55 pm
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.
Title: Re: DF2014: it's pretty much confirmed by now. (Succession world)
Post by: Dwarf4Explosives on December 31, 2013, 08:34:53 pm
Maybe we can set up a system so armies are flooded across or under the fort and out the other side?
Title: Re: DF2014: it's pretty much confirmed by now. (Succession world)
Post by: DVNO on December 31, 2013, 08:40:37 pm
If I had to bet, i'd think the armies will go Ghengis Khan and lay siege to what they can't cross, and then with it being now their territory, they'll go ahead and cross.

The are little gas stations, probably tended by 7-10 Dwarves at each stop maximum. I don't think they would be a match for these massive armies.
Title: Re: DF2014: it's pretty much confirmed by now. (Succession world)
Post by: WillowLuman on December 31, 2013, 08:41:38 pm
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.
Title: Re: DF2014: it's pretty much confirmed by now. (Succession world)
Post by: Ruhn on January 01, 2014, 08:52:16 am
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.
Powered mine carts could be FUN, if NPC dwarves are able to ride them.  Then crossing the tracks will be less safe, and even riding could end in a train wreck.
Instead of a train system, a subway could be built instead too.  Or both.
Title: Re: DF2014: it's pretty much confirmed by now. (Succession world)
Post by: Dwarf4Explosives on January 01, 2014, 11:02:44 am
I'd suggest using subways for multi-embark fortresses' internal transportation, with railroads connecting the different fortresses. A simple bridge over the tracks could solve the issue of crossing the tracks.
Title: Re: DF2014: it's pretty much confirmed by now. (Succession world)
Post by: MDFification on January 01, 2014, 12:00:04 pm
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.

If Armies attack non-player forts during play, then they'll almost certainly destroy/seize segments of the railroad unless it's strongly defended. Caravans will likely pass through it.
If the railroad idea were to happen, you'd need to leave single-embark tile gaps between railway segments so armies could path through, then mod adventure mode so you can make tracks with adventurer reactions and close the gaps. That way armies could still path through. However, we've said we don't want this game modded, right?

I get the feeling the succession world might end up being many succession worlds.
Title: Re: DF2014: it's pretty much confirmed by now. (Succession world)
Post by: mastahcheese on January 01, 2014, 01:35:09 pm
Well, you could always just leave the gap, and then when you reach the gap, just push your minecart like a skateboard until you reach the next point.
I don't see any reason to have the entire thing automated, if it will be a hassle.
Title: Re: DF2014: it's pretty much confirmed by now. (Succession world)
Post by: TD1 on January 01, 2014, 02:14:54 pm
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.

Heresy, eh? Well, that's what it is then. Welcome to the Heretical Union of DF2014, brother!
Title: Re: DF2014: The Succession World!
Post by: Mesa on January 01, 2014, 02:50:44 pm
A lie repeated a thousand times becomes the truth.
And so here we are, in 2014, with no new DF release at hand.
Title: Re: DF2014: The Succession World!
Post by: mastahcheese on January 01, 2014, 03:00:25 pm
Still worth the wait.
Title: Re: DF2014: The Succession World!
Post by: wer6 on January 01, 2014, 03:54:52 pm
because magic.
Title: Re: DF2014: The Succession World!
Post by: Ruhn on January 01, 2014, 09:01:19 pm
Well, a small walk between track sections isn't so bad... much better than walking the entire distance.  It would be fun FUN to bust through a goblin occupied train station in a mine cart, if one happened to get captured.
Title: Re: DF2014: The Succession World!
Post by: DVNO on January 01, 2014, 09:14:33 pm
Crushing occupying goblins with a bullet cart like bugs on a windshield?

Things are finally getti'n interestin'! (http://youtu.be/p5fbVyQn8W8?t=49s)
Title: Re: DF2014: The Succession World!
Post by: Timeless Bob on January 02, 2014, 02:20:30 am
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.
Title: Re: DF2014: The Succession World!
Post by: DVNO on January 02, 2014, 03:43:05 am
mind = blown
Title: Re: DF2014: The Succession World!
Post by: WillowLuman on January 02, 2014, 03:49:11 am
...Except in the extra areas created by building upwards won't be preserved between sites.
Title: Re: DF2014: The Succession World!
Post by: Yuli Vlasi on January 02, 2014, 07:17:49 am
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.
Now I have hope.
...Except in the extra areas created by building upwards won't be preserved between sites.
I don't understand that. Please explain.
Title: Re: DF2014: The Succession World!
Post by: Ruhn on January 02, 2014, 09:17:26 am
It might be in reference to something I read about sky levels only being 'created' when a construction is built in it (dwarven space program?).
SCIENCE would be wise before building too many of this kind of jump.
Title: Re: DF2014: The Succession World!
Post by: Eric Blank on January 02, 2014, 02:04:02 pm
I imagine trees are going to become a serious obstacle to this kind of jump, and neither of the two fortresses on each side of the gap will be able to see the trees in the gap, or do anything about them. For all you'll know, you're going to be launching adventurers right into the trunk of a great oak tree at 75kph.
Title: Re: DF2014: The Succession World!
Post by: Dwarf4Explosives on January 02, 2014, 03:11:21 pm
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.

EDIT: Here's a visual representation:
Spoiler (click to show/hide)
Title: Re: DF2014: The Succession World!
Post by: WillowLuman on January 02, 2014, 03:40:39 pm
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.
Title: Re: DF2014: The Succession World!
Post by: MDFification on January 02, 2014, 03:54:23 pm
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.

This is true. I'm fairly certain nobody's ever successfully jumped one full embark tile.
Try it out. Make a 2x1 Embark, use half the map to accelerate a cart, and see if you can make it to the edge without it touching the ground.

EDIT: The reason I'd want to see this track automated is based on purely practical reasons. If you want to move a significant quantity of material from one fort to another, you'll probably have to do it in adventure mode as otherwise the game probably won't keep track of the minecarts. It's not the entire world being kept track of in DF2014: I'm pretty sure it allows worldgen to continue after you start fortress mode, alongside army movement mechanics.
So, if you're doing it as an adventurer, you're going to have to put a lot of minecarts on the track yourself to send them where you want them to go. If every so often you have to take them off the track, push it an entire embark tile, and repeat this for the entire minecart train, it'll be incredibly frusturating to cover any distance.
And this is assuming enemies can path through a 16x16 embark region if it's only partially used in a fort. If they can't, that's 16x the distance to push each cart.
Title: Re: DF2014: The Succession World!
Post by: Dwarf4Explosives on January 02, 2014, 04:04:03 pm
That's why my plan was to obisidianize several levels over them, although you could simply make sure the only elevation you need is one z-level, although that still allows hills to block the minecart, so here's an improved design to allow you to obsidianize more levels more reliably:
Before:
Spoiler (click to show/hide)
After:
Spoiler (click to show/hide)
Activate the levers in pairs, first the ones at the "corners", then the central two.
Title: Re: DF2014: The Succession World!
Post by: WillowLuman on January 02, 2014, 04:11:04 pm
But then there's a giant wall of obsidian blocking the minecart. Also, how do you make sure the lava stays in place long enough to get cast if there's nothing to hold it in place?
Title: Re: DF2014: The Succession World!
Post by: Dwarf4Explosives on January 02, 2014, 04:13:22 pm
You just continue to add magma. It's all about putting the "spouts" at the right height. If you get that done properly, you can fine-tune the height of the obsidian so it doesn't block the minecart but merely provides a perfectly flat surface for it to roll over.

EDIT: If you want to test this, there's always the !!SCIENCE!!-bonus world that's going to be running concurrently for you to test this in. And the magma physics won't change, so technically you could test this with DF2012.
Title: Re: DF2014: The Succession World!
Post by: WillowLuman on January 02, 2014, 04:20:29 pm
Mind, it would take painfully long and require a very beefy computer in adventure mode.
Title: Re: DF2014: The Succession World!
Post by: Dwarf4Explosives on January 02, 2014, 04:34:33 pm
Don't worry, I have one project in mind which will very slowly kill off the computer of anyone who tries to use it, anyway. Lots and lots of fluid mechanics.
Title: Re: DF2014: The Succession World!
Post by: Scoops Novel on January 02, 2014, 05:11:02 pm
Quick synopsis of current plans pls. Sign me up.
Title: Re: DF2014: The Succession World!
Post by: Dwarf4Explosives on January 02, 2014, 05:28:44 pm
I have a secret plot which will create some ridiculous and insane results if the game's way of processing fortresses works the way I think it will. Also, a complicated toll-based railroad system will be set up.

Don't worry about megaprojects causing storage problems; I personally hope to kill off the FPS of the game with the results of my project, so it won't really matter anyway.
Title: Re: DF2014: The Succession World!
Post by: WillowLuman on January 02, 2014, 05:51:18 pm
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.
Title: Re: DF2014: The Succession World!
Post by: mastahcheese on January 02, 2014, 05:56:50 pm
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
Title: Re: DF2014: The Succession World!
Post by: TD1 on January 02, 2014, 06:52:16 pm
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
+1
Title: Re: DF2014: The Succession World!
Post by: Eric Blank on January 02, 2014, 09:52:41 pm
That seems reasonable. Wall off a nice, secluded valley and fill it with wonders.
Title: Re: DF2014: The Succession World!
Post by: wer6 on January 02, 2014, 10:10:45 pm
And fillit it with two of every creature.

Noahs valley.
Title: Re: DF2014: The Succession World!
Post by: WillowLuman on January 03, 2014, 03:23:58 am
Bonus points if there's a central citadel where information is strictly controlled. Gotta test those rumor mechanics, see if the flood can be dammed.
Title: Re: DF2014: The Succession World!
Post by: Dwarf4Explosives on January 03, 2014, 07:20:09 am
Would that place be heavily defended? If so, I'm thinking we should make that the location of the Crimson Knight (i.e. the "final boss"). We'd have to figure out how to stop him from being murdered, but if we make him a necromancer we can just isolate his chamber from the rest of the fort completely.
Title: Re: DF2014: The Succession World!
Post by: WillowLuman on January 03, 2014, 03:02:44 pm
If you like, sure.
Title: Re: DF2014: The Succession World!
Post by: MDFification on January 03, 2014, 06:40:16 pm
That seems reasonable. Wall off a nice, secluded valley and fill it with wonders.

We could make a single mountainhome-sized region of forts. Anyone know how many embark tiles they take up? We could make a massive wall lined with forts around a region filled with farms, industry and megaprojects.
Title: Re: DF2014: The Succession World!
Post by: Lolfail0009 on January 03, 2014, 07:01:02 pm
You're all discussing plans for grand multifort megaprojects and I'm just here like :O
Title: Re: DF2014: The Succession World!
Post by: Mesa on January 03, 2014, 07:23:21 pm
You're all discussing plans for grand multifort megaprojects and I'm just here like :O

Same.
I'm just a simple kobold planning to be stashing stuff around.

Probably.
Title: Re: DF2014: The Succession World!
Post by: mastahcheese on January 03, 2014, 08:47:49 pm
Honestly, I'll probably just spend most of the post world-gen time scouting out the area, and maybe making a couple small areas.
And then if I get back in, I'll just go in and rile up a bunch of Fun. Like make claims on every site I see and demand tribute from everybody's forts.
Title: Re: DF2014: The Succession World!
Post by: wer6 on January 04, 2014, 01:33:33 pm
Ill make A high Wooden tower, and if elves come in and be residents, make them live there, and then probably make A huge sphere of glass((green on the top, clear around))and under it put dorfs kobolds and gobies in(( kobolds and gobies in prison, elves in there trapp tree, and dorfs running everything))
Title: Re: DF2014: The Succession World!
Post by: mastahcheese on January 04, 2014, 09:44:47 pm
I assume this top floor would drop into a sea of magma?
Title: Re: DF2014: The Succession World!
Post by: TD1 on January 04, 2014, 11:53:17 pm
I would assume so too. It just isn't dorfy if there is no Magma
Title: Re: DF2014: The Succession World!
Post by: wer6 on January 05, 2014, 09:49:28 pm
naw, i'd have A dooms day lever, that droops the entire thing into the magma sea.
Title: Re: DF2014: The Succession World!
Post by: Mesa on January 10, 2014, 06:14:09 am
Ooh, I can't wait to see people reclaim all these worldgen forts! Or scavenging them, as the case may be.  ;)
Title: Re: DF2014: The Succession World!
Post by: Dwarf4Explosives on January 10, 2014, 11:05:27 am
Or pressing random levers under the assumption that it gives them access to something, then wondering why nothing happens, just before a block of rock cave-ins onto their heads. That'd be fun to see indeed, and not at all something I myself would implement, not at all so. *whistles*
Title: Re: DF2014: The Succession World!
Post by: wer6 on January 10, 2014, 05:01:26 pm
oh shit, better put that lever that kills everything into a deep chamber, probably with the AI.
Title: Re: DF2014: The Succession World!
Post by: Dwarf4Explosives on January 10, 2014, 05:36:11 pm
I have absolutely no idea what you're talking about. And anyway, even if I would, I'd make it look like it'd activate a different type of certain death.
Title: Re: DF2014: The Succession World!
Post by: TD1 on January 10, 2014, 05:42:37 pm
It's all void. I am not going to be touching any levers now,  ;)

You have said too much
Title: Re: DF2014: The Succession World!
Post by: Dwarf4Explosives on January 10, 2014, 06:31:44 pm
Eh, don't worry, I'm going to put it somewhere where only the fortress members are likely to touch it. It's for RP value, mostly.
Title: Re: DF2014: The Succession World!
Post by: Timeless Bob on January 10, 2014, 09:04:50 pm
You guys are funny.  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.  (We're calling them "districts". Incidentally, each square of embark = 48 x 48 fortress squares.)  Once I get it initially set up, I'll be hosting a succession game where the entire world becomes a chessboard for two civs of dwarves - each chess move being an adventurer going out and either 1) finding a suitable place to send an embark or 2) killing off all the inhabitants of the opposing civ's fortress before retiring and then have that civ send a fortress into that area to "claim" it.  Eventually, the civ that puts their rival king in "checkmate" will rule the world.

I'm doing this all now.  Once the new version gets released, I'll be setting up similar games in that too, if not just porting the save files over.  In the mean time, though, why not come enjoy some pre-planning?
Title: Re: DF2014: The Succession World!
Post by: Dwarf4Explosives on January 11, 2014, 07:13:54 am
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.
Title: Re: DF2014: The Succession World!
Post by: Timeless Bob on January 11, 2014, 10:06:03 pm
Funny you should mention that...
There's this "pairwood chest" creature I've been meaning to mod in, I just haven't really done it yet.  Well, first I'll have to figure out how to put in "sapient" pear wood, which drops "dragon fruits".  Of course, "dragon-fruits" from the sapient pairwood variety actually hatch a pair of dragons.  Since sapient pairwood trees are the "mothers" of all dragons, you can imagine how difficult it is to harvest enough to make even one "pairwood chest".  The chest, of course, will be as tough and vicious as the dragons it used to spawn, but bonded to one person only - in this case a certain berzerker geomancer Chosen One named Twoflower. (He learned it all from gnomes, except for what he learned from a giant serene mayfly...)

Eh... The stories this game can help produce...
Title: Re: DF2014: The Succession World!
Post by: Dwarf4Explosives on January 12, 2014, 09:06:59 am
But can a pearwood chest kill off dragons?
Hint: Yes, it can do so easily.
Title: Re: DF2014: The Succession World!
Post by: Mesa on January 18, 2014, 08:02:15 am
Still hoping for the testing cycle to start this month...
Title: Re: DF2014: The Succession World!
Post by: Lolfail0009 on January 18, 2014, 04:50:14 pm
Still hoping for the testing cycle to start this month...

.Ibid
Title: Re: DF2014: The Succession World!
Post by: wer6 on January 18, 2014, 06:55:14 pm
In before....DF2015...
Title: Re: DF2014: The Succession World!
Post by: mastahcheese on January 18, 2014, 09:13:21 pm
In before....DF2015...
Oh, it's not that bad.
Title: Re: DF2014: The Succession World!
Post by: Mesa on January 20, 2014, 04:26:54 pm
I swear to God if our world doesn't reach at least 100 years of solid, !!FUN!!-filled, novel-worthy history I'm going to be really disappointed.
That's just impossible to not happen with all the new sites, retirements, active worlds and the combat system.

The real question is, what should we do at the start?

Title: Re: DF2014: The Succession World!
Post by: Dwarf4Explosives on January 20, 2014, 04:35:29 pm
Set up a simple resource/trading center to help everyone with their work. And it makes sense from a historical point of view, or the generic fantasy novel point of view, at any rate.
Title: Re: DF2014: The Succession World!
Post by: Mesa on January 20, 2014, 04:37:55 pm
I remember hearing something about plans of a "World Forge" built within a volcano. (basically a giant metalworking/smithing/crafting workshop)
So maybe that?
Title: Re: DF2014: The Succession World!
Post by: mastahcheese on January 20, 2014, 05:26:57 pm
I remember hearing something about plans of a "World Forge" built within a volcano. (basically a giant metalworking/smithing/crafting workshop)
So maybe that?
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.
But I'll do something worthwhile for my turn.
Title: Re: DF2014: The Succession World!
Post by: TD1 on January 20, 2014, 05:38:23 pm
I remember hearing something about plans of a "World Forge" built within a volcano. (basically a giant metalworking/smithing/crafting workshop)
So maybe that?
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.
But I'll do something worthwhile for my turn.

You saying a volcanic world forge isn't worthwhile? And scribbling down notes is? Sir, I name you to be an elf.
Title: Re: DF2014: The Succession World!
Post by: Baffler on January 20, 2014, 05:40:43 pm
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.
Title: Re: DF2014: The Succession World!
Post by: mastahcheese on January 20, 2014, 06:05:30 pm
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.
Title: Re: DF2014: The Succession World!
Post by: WillowLuman on January 20, 2014, 11:43:54 pm
I'd say we run a little bit longer, so there's at least some stuff to screw up at the start. But don't the AI's build sites during play anyway?
Title: Re: DF2014: The Succession World!
Post by: Dwarf4Explosives on January 21, 2014, 01:16:30 am
That's what DF2014 adds, right? So let's vote. Should it run till:
Year 1: 0 votes
Year 2: 0 votes
Year 5: 0 votes
Year 10: 0 votes
Year 15: 0 votes
Or longer: 0 votes

I think we should start at either year 1 or at year 15.
Title: Re: DF2014: The Succession World!
Post by: Bralbaard on January 21, 2014, 01:29:19 am
Not everything continues after world gen ends. Worlds that young will never have necromancers, mummies and other interesting stuff.
Title: Re: DF2014: The Succession World!
Post by: Dwarf4Explosives on January 21, 2014, 01:52:54 am
Has Toady said whether that's changing for DF2014 or not?

If not, then I'm still all for starting this early. Necromancers and mummies don't seem to fit with the almost LotR look our plans will give this world. Speaking of which, anyone up for building DF Eye of Sauron to house our Big Bad?
Title: Re: DF2014: The Succession World!
Post by: WillowLuman on January 21, 2014, 01:58:56 am
We've got to have necromancers.
Title: Re: DF2014: The Succession World!
Post by: mastahcheese on January 21, 2014, 02:13:04 am
How about I gen a world to year 5, and just keep regening until we get a tower?
They won't build new towers, but at least we can repopulate them, now.

And yes, they will build sites like new towns. But not roads. But that's fine.
Title: Re: DF2014: The Succession World!
Post by: WillowLuman on January 21, 2014, 02:28:32 am
Sounds good to me.
Title: Re: DF2014: The Succession World!
Post by: Dwarf4Explosives on January 21, 2014, 03:28:49 am
We only really need one for new necromancers to spawn, so that sounds fine.

Also, I will be most amused if someone decides to get every dwarf to become necromancers. Assigning a necromancer as butcher would be hilarious.
Title: Re: DF2014: The Succession World!
Post by: mastahcheese on January 21, 2014, 06:18:43 pm
We only really need one for new necromancers to spawn, so that sounds fine.

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 figured this was a given.
Title: Re: DF2014: The Succession World!
Post by: Dwarf4Explosives on January 22, 2014, 09:16:39 am
The "assigning necromancers as butchers is hilarious" part or the "someone will make every character they can get their hands on a necromancer" part?
Title: Re: DF2014: The Succession World!
Post by: TD1 on January 22, 2014, 09:29:56 am
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)
Title: Re: DF2014: The Succession World!
Post by: Dwarf4Explosives on January 22, 2014, 09:58:45 am
I would very much like to know what your "normal" thought process include.
Title: Re: DF2014: The Succession World!
Post by: WillowLuman on January 23, 2014, 12:21:02 pm
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.
Title: Re: DF2014: The Succession World!
Post by: Mesa on January 23, 2014, 01:06:16 pm
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'm sigging the later.
Title: Re: DF2014: The Succession World!
Post by: Dwarf4Explosives on January 23, 2014, 01:12:12 pm
Yay, my first sig!
I think. I may have gotten sigged earlier, although that was probably a joke.
Title: Re: DF2014: The Succession World!
Post by: Mesa on January 23, 2014, 01:14:56 pm
I've had at least two sigs, maybe more. I dunno.
Still, every time someone sigs you, it's a little victory of yours. It's like a community showcase.
We should hold a contest that determines who had the best sigged quote. :D
Title: Re: DF2014: The Succession World!
Post by: TD1 on January 23, 2014, 02:26:03 pm
Don't need a contest, the answer is Girlinhat. 'Cause every quote eventually leads back to her.
Title: Re: DF2014: The Succession World!
Post by: MDFification on January 23, 2014, 04:49:14 pm
I got sig'd once and it was awful.

---

But for serious, any word from Toady about possible release dates yet? (spoilers: probably not)
Title: Re: DF2014: The Succession World!
Post by: Mesa on January 23, 2014, 05:25:12 pm
The closest thing I could find was probably this:
Quote from: Toady One
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.

Though this wouldn't say a lot given that there would still be the testing period to wait through, but that one takes two weeks on average (according to people like Putnam) to finish.
Then again, we would still have to wait a long time for the bugfixes.

But I don't give a damn about bugs as long as the game is remotely playable.
Title: Re: DF2014: The Succession World!
Post by: Eric Blank on January 23, 2014, 05:52:14 pm
Answer: No, we still have no idea when we'll see an update.

Nor has there been any word over the last five days of progress, which has me somewhat disappointed. I must know to survive!

Additionally, I have yet to find a signature containing a quote from Girlinhat by clicking links to posts in users' signatures on pages linked to from other users' signitures. I have, however ran into a quote dead-end, wherein the only user on the page linked to who had a linked quote was the user whose linked quote I clicked on. Amusingly, this page was one on which Girlinhat had posted, within view of the linked quote. Her post was not especially amusing.

Link in question: http://www.bay12forums.com/smf/index.php?topic=123138.msg4349177#msg4349177

Another dead end page actually ended without either another signature to click on or a quote from Girlinhat. I am forced to conclude that, indeed, not all quotes lead to Girlinhat. Unfortunately I just closed that tab of my browser, and this school's network settings don't save any history, even temporarily, so now I have no idea what page I was looking at.
Title: Re: DF2014: The Succession World!
Post by: TD1 on January 23, 2014, 06:06:06 pm
Did a Bay12er just engage in the !!Social Sciences!!? What is the world coming to...
Title: Re: DF2014: The Succession World!
Post by: Eric Blank on January 23, 2014, 07:57:01 pm
DOOOOOOOOOOOOOOOOOOooooooooooooom!
Title: Re: DF2014: The Succession World!
Post by: Dwarf4Explosives on January 24, 2014, 06:33:31 am
We engage in social science all the time, really. The cultural nature of the goblin's unique tracking ability, which senses dwarves but not their own dead brethren, is one such example. The dwarven tendency of becoming very very happy when dying from being thrown off of a waterfall is yet another.
Title: Re: DF2014: The Succession World!
Post by: TD1 on January 24, 2014, 09:55:14 am
There is a subtle difference between Bay12ers and Goblins. The lack of green skin tends to be a giveaway.
Title: Re: DF2014: The Succession World!
Post by: WillowLuman on January 24, 2014, 05:08:46 pm
*gray skin
Title: Re: DF2014: The Succession World!
Post by: mastahcheese on January 24, 2014, 08:56:58 pm
I think in DF it can be both.
Title: Re: DF2014: The Succession World!
Post by: Dwarf4Explosives on January 25, 2014, 07:49:49 am
Since when are there Bay12 members in DF?
Title: Re: DF2014: The Succession World!
Post by: Mesa on January 25, 2014, 07:58:31 am
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*
Title: Re: DF2014: The Succession World!
Post by: apiks on January 25, 2014, 08:11:31 am
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*

Hip, hip, hurrah! Hip, hip, hurrah!

I demand that a reindeer is stationed with the master.
Title: Re: DF2014: The Succession World!
Post by: TD1 on January 25, 2014, 09:33:31 am
Or at least some reindeer-like creature is grafted with Mastahcheese's body into some weird centaur creature. Does it breach on ethical matters? Yes. Do we care? Hell no.
Title: Re: DF2014: The Succession World!
Post by: Dwarf4Explosives on January 25, 2014, 10:47:57 am
Centaurs are popular at Bay12, apparently. As is the idea of a reversed centaur (using a zeppelin-gazelle hybrid as the top half. Don't ask).
Title: Re: DF2014: The Succession World!
Post by: mastahcheese on January 25, 2014, 08:04:49 pm
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*
Maybe for the secondary world where we just mess around.
Title: Re: DF2014: The Succession World!
Post by: Timeless Bob on February 06, 2014, 10:25:28 pm
Now THAT is a capitol idea - renaming each megabeast and semi-megabeast as a Forumite then genning a small island world with 2,000 years of history and posting the Legends mode histories of each Forumite...
Title: Re: DF2014: The Succession World!
Post by: WillowLuman on February 06, 2014, 11:44:11 pm
If only there were a way to make Xantalos a forgotten beast. It be more suiting.
Title: Re: DF2014: The Succession World!
Post by: TD1 on February 07, 2014, 12:35:10 pm
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.
Title: Re: DF2014: The Succession World!
Post by: apiks on February 07, 2014, 12:53:16 pm
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.

I believe you can definitely create such a race. Or so I believe.

And don't forget yourself among the ranks of the forumites. I also think you can make forumites forgotten beasts so we might as well make a forgotten beast called Xantalos.
Title: Re: DF2014: The Succession World!
Post by: WillowLuman on February 07, 2014, 01:39:19 pm
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.
Title: Re: DF2014: The Succession World!
Post by: apiks on February 07, 2014, 01:44:34 pm
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.

Well, Bollocks. We'll improvise.
Title: Re: DF2014: The Succession World!
Post by: Dwarf4Explosives on February 07, 2014, 04:19:08 pm
You can. Either remove the FB definitions (see DF from Scratch) and define which body parts a "Xantalos" can have placed on it from scratch, or you can just modify the existing ones.
Title: Re: DF2014: The Succession World!
Post by: WillowLuman on February 07, 2014, 08:41:00 pm
The only thing about FB's (and other randomly generated creatures) that can be found in the raws is what body parts compose them, and if you mess with those, the game will refuse to work. You cannot modify existing FB raws because they don't exist.

DFFS does NOT have any randomly generated creatures at all. We had to disable them in world generation to get it to work in the first place, since we reduced all the RCP BP's down to their filenames alone. They're literally saved in "shutupdf.txt", existing in the mod's raws only to prevent error messages.
Title: Re: DF2014: The Succession World!
Post by: Dwarf4Explosives on February 08, 2014, 06:21:25 am
I know that, but have any of us actually tried to change the body parts (and added the appropriate tissue templates and detail plans)?
Title: Re: DF2014: The Succession World!
Post by: WillowLuman on February 08, 2014, 02:38:51 pm
No, but people before us have tried. Randomly generated creatures are almost completely hardcoded. Changing what isn't hardcoded tends to make the entire game crash.
Title: Re: DF2014: The Succession World!
Post by: bsnott on February 17, 2014, 09:22:17 pm
I swear, Toady has completely forgotten that he is supposed to release at some point. His updates have gone from "finishing up" to doing completely new stuff, and he hasn't said a word about releasing it in months.
Title: Re: DF2014: The Succession World!
Post by: TD1 on February 17, 2014, 09:27:36 pm
Maybe it's already done and he's just waiting for a good time to release it? *Hopes against all reason*
Title: Re: DF2014: The Succession World!
Post by: Eric Blank on February 19, 2014, 12:00:25 pm
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?
Title: Re: DF2014: The Succession World!
Post by: TD1 on February 19, 2014, 01:59:07 pm
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

Title: Re: DF2014: The Succession World!
Post by: mastahcheese on February 19, 2014, 06:08:06 pm
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.

Also, when I make the game, I'm certain that the first thing I do will be to try out some of these new systems and record it.
Title: Re: DF2014: The Succession World!
Post by: Scotsmen on March 20, 2014, 10:25:52 pm
Yeah, I wanna be in on this. I personally want to mod the world, just the small modifications that I have made. Specifically, those are:

Spoiler (click to show/hide)

I'm not expecting any of this to go in, it's just the way I like my DF. Either way, modded or not, I want to have a turn at some point.
Title: Re: DF2014: The Succession World!
Post by: mastahcheese on March 20, 2014, 10:36:01 pm
Well, we're planning on having a second world (not sure who will run it) where mods will be allowed, and I'll link to it when it's ready.
Title: Re: DF2014: The Succession World!
Post by: Scotsmen on March 20, 2014, 11:26:27 pm
Oh, good! That will make me happy.
Title: Re: DF2014: The Succession World!
Post by: WillowLuman on March 21, 2014, 05:12:05 am
Seeing as its been so long, we should check to see who's still in and refresh the turn list.
Title: Re: DF2014: The Succession World!
Post by: Timeless Bob on March 21, 2014, 05:31:44 am
In!
Title: Re: DF2014: The Succession World!
Post by: Lolfail0009 on March 21, 2014, 07:59:08 am
Definitely in.
Title: Re: DF2014: The Succession World!
Post by: Scotsmen on March 21, 2014, 09:36:32 am
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.
Title: Re: DF2014: The Succession World!
Post by: TD1 on March 21, 2014, 12:18:33 pm
In! Funny how a succession world thread can last 59 pages without any actual succession gaming  :P
Title: Re: DF2014: The Succession World!
Post by: Scotsmen on March 21, 2014, 12:58:18 pm
Well we can't exactly have a world on DF2014, when DF2014 hasn't even been released yet...
Title: Re: DF2014: The Succession World!
Post by: TD1 on March 21, 2014, 01:08:34 pm
Yes, and your point is? All I said was that it's funny...?
Title: Re: DF2014: The Succession World!
Post by: WillowLuman on March 21, 2014, 01:08:57 pm
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.
Title: Re: DF2014: The Succession World!
Post by: Scotsmen on March 21, 2014, 01:24:22 pm
Yes, and your point is? All I said was that it's funny...?
I wasn't criticizing you. :/
Title: Re: DF2014: The Succession World!
Post by: StLeibowitz on March 21, 2014, 01:30:07 pm
In.
Title: Re: DF2014: The Succession World!
Post by: TD1 on March 21, 2014, 01:32:12 pm
Yes, and your point is? All I said was that it's funny...?
I wasn't criticizing you. :/

Eh. Sorry, then  :-[

It's very hard to convey tone with text; I occasionally get it wrong.
Title: Re: DF2014: The Succession World!
Post by: Scotsmen on March 21, 2014, 05:02:52 pm
Yeah, text isn't exactly the best medium for emotion.... I guess that's what emoticons are for :).
Title: Re: DF2014: The Succession World!
Post by: mastahcheese on March 21, 2014, 07:03:58 pm
If it makes you better, I found it amusing, as well.

Also, I'm still in this, just so you guys know.
Title: Re: DF2014: The Succession World!
Post by: Mesa on March 21, 2014, 07:06:18 pm
Still in.
Still waiting.
Still watching...
Title: Re: DF2014: The Succession World!
Post by: Scotsmen on March 21, 2014, 07:44:27 pm
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?
Title: Re: DF2014: The Succession World!
Post by: mastahcheese on March 21, 2014, 07:46:36 pm
why wouldn't you be in it?
Mastahcheese, OP cancels make game: Went insane
Mastahcheese, OP has gone stark raving mad!
Title: Re: DF2014: The Succession World!
Post by: Orange Wizard on March 21, 2014, 09:10:01 pm
why wouldn't you be in it?
Mastahcheese, OP cancels make game: Went insane
Mastahcheese, OP has gone stark raving mad!
Let's avoid this if at all possible.

I'm still in, too! Even if it ends up as DF2015...
Title: Re: DF2014: The Succession World!
Post by: Glloyd on March 21, 2014, 09:25:07 pm
I'm still in to do this.
Title: Re: DF2014: The Succession World!
Post by: Scotsmen on March 21, 2014, 09:35:05 pm
Uhh... yeah mastahcheese, I don't want to see you strip off your clothes and run around the forum babbling...
Title: Re: DF2014: The Succession World!
Post by: mastahcheese on March 21, 2014, 09:36:46 pm
Well, hopefully it doesn't reach that point.
Personally, I'd see myself as more likely to berserk or go into a depression. Stark mad just doesn't seem as likely to me.
Title: Re: DF2014: The Succession World!
Post by: DVNO on March 22, 2014, 03:00:17 pm
Still here, Still in
Title: Re: DF2014: The Succession World!
Post by: Dwarf4Explosives on March 23, 2014, 10:05:41 am
In. Further research indicates that DF will cause even more hilarious bugs than I thought. And the bonus for curious adventurers will be fun to see once in action.
If you want to know what it is, I'll send you a PM.
Anyway, I think it will be released within the next month or two.
Title: Re: DF2014: The Succession World!
Post by: Scotsmen on March 23, 2014, 02:05:42 pm
Don't jinx it!
Title: Re: DF2014: The Succession World!
Post by: Eric Blank on March 23, 2014, 08:04:46 pm
I'm still willing to play an adventure game.
Title: Re: DF2014: The Succession World!
Post by: Ruhn on March 25, 2014, 11:52:30 am
Count me in still too. 8)
Title: Re: DF2014: The Succession World!
Post by: Mesa on March 25, 2014, 04:14:49 pm
So yeah, if there's anything that needs to be hauled between forts, I'm your man, people! :D (maybe I just got pumped for underground travel after reading today's devlog)
Title: Re: DF2014: The Succession World!
Post by: Eric Blank on March 25, 2014, 05:08:24 pm
I think everyone should be pumped for underground travel after that dev log. There's actually going to be things to encounter underground, now!
Title: Re: DF2014: The Succession World!
Post by: mastahcheese on March 25, 2014, 08:01:57 pm
And you can actually talk to some creatures and they won't just pummel your face!
Title: Re: DF2014: The Succession World!
Post by: Orange Wizard on March 25, 2014, 10:48:34 pm
And you can actually talk to some creatures and they won't just pummel your face!
But... the pummelling of faces is adventure mode!
Title: Re: DF2014: The Succession World!
Post by: Lolfail0009 on March 25, 2014, 10:51:08 pm
And you can actually talk to some creatures and they won't just pummel your face!
But... the pummelling of faces is adventure mode!

No, the pummeling of a dragon's skull with its own eggs is adventurer mode!
Title: Re: DF2014: The Succession World!
Post by: mastahcheese on March 25, 2014, 11:42:54 pm
Gentleman, please!

Clearly the essence of adventurer mode will soon be to make cities kneel before you.
Title: Re: DF2014: The Succession World!
Post by: Orange Wizard on March 26, 2014, 01:32:22 am
Gentleman, please!

Clearly the essence of adventurer mode will soon be to make cities kneel before you.
Oh yeah. The whole site claim thing is going to be unbelievably awesome.
Title: Re: DF2014: The Succession World!
Post by: apiks on March 26, 2014, 06:01:44 am
I can't wait for it. It's bound to be awesome. I'm in btw, just for the record.
Title: Re: DF2014: The Succession World!
Post by: Scotsmen on March 26, 2014, 10:14:24 am
Yeah... WE NEED DF2014!!! WE NEED DF2014 NOOOOOOWWWWW!!!!!!!!!!!!
Title: Re: DF2014: The Succession World!
Post by: Eric Blank on March 26, 2014, 06:38:43 pm
We probably wouldn't enjoy it nearly as much if it was released right now. There's probably more than a few deadly face-eating super-bugs floating around the code.
Title: Re: DF2014: The Succession World!
Post by: Spish on March 26, 2014, 10:33:44 pm
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.
Title: Re: DF2014: The Succession World!
Post by: Mesa on March 27, 2014, 02:26:42 pm
I am willing to wait for as long as it's necessary.
And I'm really starting to get a bit anxious about it, but I guess it's a good way to test one's own patience.
Title: Re: DF2014: The Succession World!
Post by: Orange Wizard on March 27, 2014, 09:33:27 pm
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.
As long as it's being run by an active forumite who keeps everything running (real-life time limit on turns and the like) and keeps the OP up-to-date, I don't think a really long turn list will be a problem.
Title: Re: DF2014: The Succession World!
Post by: mastahcheese on March 27, 2014, 10:51:38 pm
Yeah, at least we had a nice long time to decide how to run it, so the time in-between turns will be minimized, and if people take the turn and don't do anything, it'll be quick to move on, to keep things running as rapidly as possible.

Ideally it would run similar to Drunk Fortress, where as it nears the end of one person's turn, we shout out for people who have the time to run it, so we'll have selected a good candidate by the time of the passing.
Title: Re: DF2014: The Succession World!
Post by: Orange Wizard on March 28, 2014, 12:13:54 am
Sounds fairly reasonable. Though I think we should keep some form of turn list.
Title: Re: DF2014: The Succession World!
Post by: mastahcheese on March 28, 2014, 12:17:00 am
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.
Title: Re: DF2014: The Succession World!
Post by: apiks on March 28, 2014, 02:49:05 am
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).
Title: Re: DF2014: The Succession World!
Post by: Orange Wizard on March 28, 2014, 06:24:07 am
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
Title: Re: DF2014: The Succession World!
Post by: Mesa on April 19, 2014, 01:41:20 pm
Bump.

I feel like the release is dangerously close now, and I've had 3 dreams about it now - nothing ever had this much influence on me in recent memory.
First thing to do - go through the Legends, find an interesting site and then investigate as an adventurer, probably in a sneaky way.

Can't wait to visit those 17x17 sites.
Title: Re: DF2014: The Succession World!
Post by: Lolfail0009 on April 19, 2014, 09:46:22 pm
Only three dreams?

I've had so many I've just kept sleeping for the sole purpose of playing DF2014. I've had three forts and an adventurer go to all three of them (getting murdered by the dragon that took over the third one)
Title: Re: DF2014: The Succession World!
Post by: mastahcheese on April 19, 2014, 09:50:11 pm
...Huh, I've yet to have any dreams on this.
Title: Re: DF2014: The Succession World!
Post by: Mesa on April 20, 2014, 07:33:08 am
Nevemind, dream count is at 4 now.
Also, I love going through the early pages of this thread. Instantly gets me pumped for the release again.

Back when we still had hopes for DF2013 and DF2014 was considered a joke.
Good times...
Title: Re: DF2014: The Succession World!
Post by: Mesa on April 25, 2014, 12:36:48 am
Bumping for the sake of soon-to-be DF2014. :D
Freakin' finally...The bugfixing phase.

(I do remember someone saying that there'll probably be a new thread for this, but still, until that happens this one exists.)
Title: Re: DF2014: The Succession World!
Post by: Elephant Parade on April 25, 2014, 12:41:36 am
Mastahcheese, the OP still refers to DF2014 as DF2013. That should probably be fixed.
Title: Re: DF2014: The Succession World!
Post by: Mesa on April 25, 2014, 12:42:30 am
Mastahcheese, the OP still refers to DF2014 as DF2013. That should probably be fixed.

People actually read the OP these days?
MADNESS!
Title: Re: DF2014: The Succession World!
Post by: mastahcheese on April 25, 2014, 12:53:20 am
Fixed it!
Title: Re: DF2014: The Succession World!
Post by: Eric Blank on April 25, 2014, 01:32:04 pm
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!
Title: Re: DF2014: The Succession World!
Post by: Mesa on April 25, 2014, 01:47:25 pm
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!

Because I AM mad!
Title: Re: DF2014: The Succession World!
Post by: Baffler on April 25, 2014, 02:58:43 pm
Posting to show interest.
Title: Re: DF2014: The Succession World!
Post by: Mesa on April 27, 2014, 05:42:09 am
Something just struck me.
Why hasn't anyone tried to replicate the Valley of Mines, Khorinis (either as the island or just the city) or Jarkendar from the Gothic series (I refuse to accept the existance of abominations that are Gothic 3 and Arcania)?

That universe has more in common with Dwarf Fortress than most cRPGs out there - you too got necromancers who live in towers (heck, Xardas even mentioned that he built his towers with the help of his undead minions), nasty megabeasts in the form of dragons, goblins and kobolds (well, orcs and goblins, in this case, but they fulfill similar roles) etc.
As well as gods who grant powers to their followers, I guess.

And with all the new mechanics that DF2014 will bring, it could become that much more fun and !!FUN!!.

Plus it's not like the Isle of Khorinis was spectacularly big...

Spoiler: Maps galore (click to show/hide)

Of course I don't know how up to scale those maps are, but as I said, the whole thing shouldn't be much larger than a pocket DF world.
Whether that's a good idea to make this part of our main (or side) succession world is a different matter altogether, I'm just pitching the concept here.
Title: Re: DF2014: The Succession World!
Post by: WillowLuman on April 27, 2014, 12:40:44 pm
Goblins and kobolds as megabeasts? What?
Title: Re: DF2014: The Succession World!
Post by: Eric Blank on April 27, 2014, 02:18:52 pm
I understood that they existed and were assholes just like in Df, not that they were megabeasts.

You could probably set up a world like that for yourself in perfect world (the utility) and as long as the syntax for world gen settings doesn't change much it should work with the new version. You might have to remove or add some tags to the file afterwards but that's all I ever had to worry about to make maps for 34.01+ with the 31.x version of perfect world.
Title: Re: DF2014: The Succession World!
Post by: Mesa on April 27, 2014, 02:54:34 pm
Should've put a semicolon there, I guess. :v
But yeah, my point was that Gothic orcs and goblins are DF goblins and kobolds, not that they're megabeasts.

Now if we could also simulate Gothic's storyline in Dwarf Fortress, or see how else it would go, now that would be awesome. Although I would imagine that with more than 6 dragons the whole place would be either left in ruin by the time worldgen history is completed or the Valley of Mines would be a seriously !!FUN!! place for adventurers.
Title: Re: DF2014: The Succession World!
Post by: MDFification on April 29, 2014, 07:17:51 am
Not sure if this is fit for the main Succession World, but I do have a challenge that a Succession World could use: Colonization.

Gen a world without dwarves, then embark as an Outlander caravan. Your 7 dwarves will be the only dwarves in the world. (We might have to embark a few times till we get 2 or more females) Your goal: ensure the world enters the Dwarven Age.
Each player keeps track of the dwarven population. Forts that lower the overall population before they can be safely retired or fail to raise it get scummed, at least until we reached a point where we had enough dwarves that it would be worth it to lose some to inflict disproportionate casualties. Other than that, there's no rules except no modding.

The best strategy would probably be to increase our numbers via fortresses on islands inaccessible to goblins. Since our migrants can still get anywhere regardless of water (hopefully) we could raise our population there, build massive, danger-room-trained hordes and invade the coastline. That way we wouldn't loose dwarves very quickly to the AI, because as soon as we set foot on the mainland the AI will start reclaiming forts and our population will bleed out in numerous wars.
Title: Re: DF2014: The Succession World!
Post by: WillowLuman on April 29, 2014, 11:53:03 am
Except you can't embark as dwarves in a world without dwarves. There'd have to be dwarves at the start that went extinct.
Title: Re: DF2014: The Succession World!
Post by: pisskop on April 29, 2014, 12:05:00 pm
Dwarves on an island.
Title: Re: DF2014: The Succession World!
Post by: mastahcheese on April 29, 2014, 09:07:58 pm
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.
Title: Re: DF2014: The Succession World!
Post by: WillowLuman on April 29, 2014, 11:35:22 pm
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.

Actually, a young year would be best. A simple 5 step process:

1) Stop worldgen at a young year, when populations haven't grown much
2) Create an adventurer, wipe out the dwarves
3) Kill the adventurer, if dwarven
4) Wait a few years for the world to get more interesting
5) Re-colonize!
Title: Re: DF2014: The Succession World!
Post by: Eric Blank on April 30, 2014, 02:30:50 pm
I'm waiting to see whether the death of the entire population of a civilization represents the destruction of that civilization. If you can still embark as the extinct dwarven civilization, then we'd have to wait and see whether it still sends caravans and a liaison, or migrants after the hardcoded waves. Which it shouldn't if everyone is supposed to be dead, but that's a bug with the current version that I'm not sure Toady has mentioned fixing.
Title: Re: DF2014: The Succession World!
Post by: WillowLuman on April 30, 2014, 04:45:58 pm
With some modding, if you enabled outsider play for dwarves, it might be possible to start a colony. It might be possible to create a dwarven faction where none had previously existed by staking a claim to an empty site as an adventurer, then bringing more adventurers.
Title: Re: DF2014: The Succession World!
Post by: Eric Blank on April 30, 2014, 06:22:57 pm
Well, I've asked the Great Toad whether or not new civ/site entities will be created for this situation, but unfortunately I was a wee bit too late. Hopefully we don't have to wait another month for the answer. :P

I'm leaning on the side of the civ/site entity actually being the most recent pre-existing ones to control the site, however, just because that would probably take less effort than telling it to come up with new ones and figure out how to structure the new civ/site entity.

[Edit]

Apparently yes it can create a new entity based on one of the raw entity definitions, so your plan is entirely feasible, it seems.
Title: Re: DF2014: The Succession World!
Post by: Mesa on May 01, 2014, 01:25:49 pm
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.
Title: Re: DF2014: The Succession World!
Post by: Orange Wizard on May 02, 2014, 09:26:07 pm
I'm still wary-but-hopeful. This month? Nah. Next month? Maybe. The month after? Perhaps.
Title: Re: DF2014: The Succession World!
Post by: Mesa on May 17, 2014, 12:07:06 pm
[BUMPING INTENSIFIES]
Chances of release this month are still there,if dwindling. Worst case scenario, it'll be the best gaming summer to date.
Title: Re: DF2014: The Succession World!
Post by: Lolfail0009 on May 18, 2014, 09:11:18 am
[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...
Title: Re: DF2014: The Succession World!
Post by: Mesa on May 18, 2014, 10:05:37 am
Heh, you North-Hemispherians and your inverted seasons...

No, you South-Hemispherians and YOUR inverted seasons...
Title: Re: DF2014: The Succession World!
Post by: WoobMonkey on May 18, 2014, 10:36:22 am
You silly Earthlings and your seasonal variations.

Spoiler (click to show/hide)

Also, PTW with great interest.
Title: Re: DF2014: The Succession World!
Post by: Lolfail0009 on May 18, 2014, 10:39:28 am
Heh, you North-Hemispherians and your inverted seasons...

No, you South-Hemispherians and YOUR inverted seasons...

Your seasons are inverted our seasons, which are inverted your seasons...

INVERSION
Title: Re: DF2014: The Succession World!
Post by: DVNO on May 18, 2014, 09:13:11 pm
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.


I can see some gameplay strategies coming out of this already. A player becomes a monarch of his own civilization, that player's buddies start straticically marring into noble positions in these player-made "Noble Houses" to increase the chances of keeping their adventurer alive after the player retires them and passes their turn to the next player.

Soon a couple of these pop up, there are Clan wars waged between the PC made kingdoms for resources  ... As well as internal conflicts for power.... Ah, just like ye olden days...

(Game of Thrones theme starts playing))
Title: Re: DF2014: The Succession World!
Post by: mastahcheese on May 19, 2014, 04:44:46 pm
If the new version gets released and I still don't have my home internet back, go on without me.
Title: Re: DF2014: The Succession World!
Post by: TD1 on May 19, 2014, 06:54:55 pm
(http://cdn.memegenerator.net/instances/500x/43185756.jpg)
Title: Re: DF2014: The Succession World!
Post by: Lolfail0009 on May 20, 2014, 12:44:42 am
If the new version gets released and I still don't have my home internet back, go on without me.

With pleasure >:D
Title: Re: DF2014: The Succession World!
Post by: SilverDragon on June 02, 2014, 09:27:46 pm
I've been way too busy... does it count if I say I'm still in on this?
Title: Re: DF2014: The Succession World!
Post by: Tawa on June 02, 2014, 10:02:02 pm
I'm in at some point.
Title: Re: DF2014: The Succession World!
Post by: Lolfail0009 on June 02, 2014, 11:45:38 pm
Ok, everyone, we have about a month to get ready. Who here will be ready come July?
Title: Re: DF2014: The Succession World!
Post by: WillowLuman on June 02, 2014, 11:52:36 pm
Count me in!
Title: Re: DF2014: The Succession World!
Post by: apiks on June 02, 2014, 11:58:53 pm
I saw the news. We have a month to go! It seems our sacrifices to Toady have been heard!

Edit: I'm in!
Title: Re: DF2014: The Succession World!
Post by: Scotsmen on June 03, 2014, 12:00:40 am
I'm still in.
Title: Re: DF2014: The Succession World!
Post by: TD1 on June 03, 2014, 09:41:34 am
Still in.

Also, in order to speed up the update process we must all sacrifice our current forts in gruesome, gratuitous ways and let the flames of their death be the canal through which the new forts will be born.
Title: Re: DF2014: The Succession World!
Post by: MDFification on June 03, 2014, 06:53:56 pm
Quick suggestion: I know the thread is averse to modding, but modding in standardized materials (i.e. kitten tallow just becomes tallow, spotted wobbagong leather just becomes leather, etc), reducing the amount of grass type and merging redundant tree types (wood that has the same properties and grows in the same biome) can give you a pretty hefty FPS boost, which would help players on older machines be able to play.

Just a thought.
Title: Re: DF2014: The Succession World!
Post by: pisskop on June 03, 2014, 07:01:18 pm
I'd like an in.
Title: Re: DF2014: The Succession World!
Post by: Timeless Bob on June 03, 2014, 07:24:04 pm
Bwahahahahaha!  Flubonium! Bwahahahahahaha....ha...heh? 

(Derp, wrong discussion)
Title: Re: DF2014: The Succession World!
Post by: SilverDragon on June 03, 2014, 09:02:09 pm
I'll still be complete shite at this game by that time, but I will be ready.
Title: Re: DF2014: The Succession World!
Post by: WoobMonkey on June 03, 2014, 09:40:33 pm
Count me in, please!
Title: Re: DF2014: The Succession World!
Post by: HooliganintheFort on June 03, 2014, 10:01:03 pm
Me too!

Edit: Well as a dwarf .  :P
Title: Re: DF2014: The Succession World!
Post by: Mesa on June 04, 2014, 05:42:47 am
I ain't going anywhere folks! :D
Title: Re: DF2014: The Succession World!
Post by: DVNO on June 04, 2014, 11:23:04 am
So I'm thinking; turn times. Do they have to be as long as they were in typical 34.11 succession game? (around 7 days)

We always gave such a long time before, because the turns that ended were final. I mean there was no picking up a retired fort after a turn, barring reclaiming which scattered everything. And we couldn't un-retire our adventurers after a certain number because of a bug. Basically these things needed to be given a whole week because when someone got the save whatever they started needed to be finished that turn.

But that shouldn't be the case anymore, right? You should be able to start a fort, retire it, hand off the save, get it back and un-retire it to work on  it some more. (barring something unfortunate happening to the fort between turns, but hey, losing is !!FUN!!!) Same thing with an adventurer now.

So, wouldn't it make sense with the volume of players for this to have shorter save deadlines and turn around times? Like, instead of a week, how about we get 2 days with it? That's three and a half happy players a week than normal. :) 
Title: Re: DF2014: The Succession World!
Post by: Ruhn on June 04, 2014, 12:34:32 pm
There may have been a decision about shorter turn lengths.  I recall that a version of "first come first served" was agreed upon once a save is uploaded.
Title: Re: DF2014: The Succession World!
Post by: Spish on June 04, 2014, 02:47:44 pm
^ Nay, I believe they are still settled on following the turnlist, for now.

I do think that a first-come first-serve style would be well-suited to allowing participants to pause their fortresses and come back to finish them within a few turns; as opposed to having the paused fortress rot forever in development hell, as the owner waits for the turnlist to slowly cycle through every other player.
Title: Re: DF2014: The Succession World!
Post by: SilverDragon on June 04, 2014, 06:21:09 pm
I agree with Spish. A first come first serve style would be more fair to players.
Title: Re: DF2014: The Succession World!
Post by: hairypotatoes on June 05, 2014, 09:57:53 am
I'm still in
Title: Re: DF2014: The Succession World!
Post by: mastahcheese on June 05, 2014, 04:28:13 pm
I thought we already agreed on how the turns worked like, 3 times now? It's a combination of first-come-first-serve that's still fair to those higher on the list.

As for in-ness, if I can get internet back by then, then I'll be here to kick this off, but if not, then you guys know what to do.
Title: Re: DF2014: The Succession World!
Post by: Glloyd on June 08, 2014, 03:22:50 pm
I've been in since the start, I'm not dropping out now :P
Title: Re: DF2014: The Succession World!
Post by: Inarius on June 09, 2014, 05:10:29 am
I'm not dropping, but  i'd like some time to test the game before making a succession story !
Title: Re: DF2014: The Succession World!
Post by: Insanity X on June 16, 2014, 03:37:34 pm
i'm still down for my turn, haven't posted in this thread because the update was taking some time

if i'm working out of town though i'll be sure to let you guys know
Title: Re: DF2014: The Succession World!
Post by: NAV on June 16, 2014, 03:51:17 pm
Havent posted in this thread for a long time. Hopefully I'l have a new computer when the new version comes out. Mine's a brick.
Title: Re: DF2014: The Succession World!
Post by: Broken on June 17, 2014, 02:30:57 pm
I am in the list, and armok wil leat those who rob my place.

 :P
Title: Re: DF2014: The Succession World!
Post by: Mesa on June 23, 2014, 03:25:23 pm
I'll DIE sooner than not being able to participate in this thing!
Also bump.

Can you hear that music?
It's the sound of your free time during the summer running away from DF2014!
Title: Re: DF2014: The Succession World!
Post by: Elephant Parade on June 26, 2014, 12:16:30 pm
I'll be in, unless it starts before the sixth.
Title: Re: DF2014: The Succession World!
Post by: Mesa on July 01, 2014, 03:41:41 pm
NEXT WEEK, FOLKS!
NEXT WEEK!

...Of course I doubt we're actually going to start this the very moment DF2014 drops, but it's definitely worth to bring this topic up now that we know the release is so close it would be out today if not for random crashes.
Title: Re: DF2014: The Succession World!
Post by: Lolfail0009 on July 01, 2014, 11:29:46 pm
So we have DF2014 next week... My country will get an international premiere of Lazer Team...

Is it, like, Christmas?
Title: Re: DF2014: The Succession World!
Post by: Mesa on July 02, 2014, 03:13:28 am
So we have DF2014 next week... My country will get an international premiere of Lazer Team...

Is it, like, Christmas?

Summer Christmas, pretty much.
Title: Re: DF2014: The Succession World!
Post by: Lolfail0009 on July 02, 2014, 08:54:57 am
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.))
Title: Re: DF2014: The Succession World!
Post by: Volfgarix on July 07, 2014, 09:04:10 am
Still in.
Title: Re: DF2014: The Succession World!
Post by: pisskop on July 07, 2014, 11:52:56 am
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.))
Do you know what I did last Christmas? Made a snow angel :P  Then snowmen for everyone.
Title: Re: DF2014: The Succession World!
Post by: wer6 on July 07, 2014, 01:27:38 pm
Too bad the Floridian island i live in doesn't have snow.

 ;D
Also, im still in.
Title: Re: DF2014: The Succession World!
Post by: Glloyd on July 07, 2014, 08:13:57 pm
IT'S HABBENING. Prepare yourselves for the succession world!
Title: Re: DF2014: The Succession World!
Post by: Mesa on July 07, 2014, 08:24:47 pm
YES!
YEEEEEES!

It's time to activate the world now.
Title: Re: DF2014: The Succession World!
Post by: WillowLuman on July 07, 2014, 08:25:00 pm
Can someone post the turn list again?
Title: Re: DF2014: The Succession World!
Post by: TD1 on July 07, 2014, 08:27:53 pm
YEAAAAAAAAAAA
Title: Re: DF2014: The Succession World!
Post by: Glloyd on July 07, 2014, 08:32:35 pm
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?
Title: Re: DF2014: The Succession World!
Post by: TD1 on July 07, 2014, 08:33:44 pm
If so, we must wait for the Big Cheese.

I know he said to go on without him, but it is his thread and if a new one is to be made, he should do it.
Title: Re: DF2014: The Succession World!
Post by: Mesa on July 07, 2014, 08:34:50 pm
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?

I think we even agreed to make a new thread once the release drops.
So, about NOW!
Title: Re: DF2014: The Succession World!
Post by: Glloyd on July 07, 2014, 08:35:46 pm
Give me 2 minutes, I will take it upon myself to start a thread, a thread to span the ages.
Title: Re: DF2014: The Succession World!
Post by: TD1 on July 07, 2014, 08:36:55 pm
I still think Mastah should host the thread....
Title: Re: DF2014: The Succession World!
Post by: Glloyd on July 07, 2014, 08:39:58 pm
There doesn't need to be just one succession world... Why wait, when we could start now?

EDIT: That may have came out as rude. I apologize. I'm just hyped up about the release.
Title: Re: DF2014: The Succession World!
Post by: WillowLuman on July 07, 2014, 08:40:53 pm
Wait for the hotfix release?
Title: Re: DF2014: The Succession World!
Post by: Lolfail0009 on July 07, 2014, 08:51:54 pm
We'll wait for some of the hotfixes. Methinks... two weeks should do?
Title: Re: DF2014: The Succession World!
Post by: Glloyd on July 07, 2014, 08:54:41 pm
Sounds fair enough. If mastahcheese hasn't popped up by then though, I'm going to start it up myself. In the meantime, shall we figure out rules for length of turns and worldgen parameters?

EDIT: New list as well, the old one hasn't been touched since February 2013. (http://www.bay12forums.com/smf/index.php?topic=121140.msg4001392#msg4001392)
Title: Re: DF2014: The Succession World!
Post by: Lolfail0009 on July 07, 2014, 09:05:10 pm
Well if there's a new list, I want on it (please||apparently I wasn't on the other one '^^)~
Title: Re: DF2014: The Succession World!
Post by: Scotsmen on July 07, 2014, 09:07:42 pm
ohmygodohmygodohmygodohmygodohmygod ITS HAPPENED!!!!!
Now I just need to wait for my good PC to come back...

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.
Title: Re: DF2014: The Succession World!
Post by: Glloyd on July 07, 2014, 09:13:48 pm
Well if there's a new list, I want on it (please||apparently I wasn't on the other one '^^)~

Perhaps a preference could be given to those on the original list who still want in?

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.

Maybe 72 hours? Does that sound fair? Or maybe 4 days would be better. 96 hours to make your mark?

I'm in favour of a short history (50yrs or so) so we get a decent number of civs as well as megabeasts.
Title: Re: DF2014: The Succession World!
Post by: TD1 on July 07, 2014, 09:15:11 pm
On the new turnlist thing, I am most definitely in.
Title: Re: DF2014: The Succession World!
Post by: Glloyd on July 07, 2014, 09:16:28 pm
Looks like someone else just started a succession world. Well that's frustrating. I may just go ahead and start one now myself anyways.
Title: Re: DF2014: The Succession World!
Post by: Lolfail0009 on July 07, 2014, 09:18:30 pm
Looks like someone else just started a succession world. Well that's frustrating. I may just go ahead and start one now myself anyways.

Ah, but that world is not OUR world~ Our world will be the biggest because we had the idea first~
Title: Re: DF2014: The Succession World!
Post by: Scotsmen on July 07, 2014, 09:20:57 pm
And we really should wait for the hotfix release.

I think 72 hours sounds good for turn times. Short history, yeah. Big world, yeah.
Title: Re: DF2014: The Succession World!
Post by: apiks on July 08, 2014, 05:44:43 am
This is going to get us nowhere so here's what I propose. I noticed that there is already another succession world thread. If any of you absolutely cannot wait, then join that one. As for me, I would suggest that we wait for the inevitable bugfixes. Even in the other world succession they've noticed a couple of bugs. There's nothing worse than playing something you've anticipated for a long time only to find out it's unplayable. We've already waited for an year and a half since the thread was made, I'm sure we can wait a bit more too. I would suggest that we fiddle around with the game on singleplayer for a bit so we get accustomed to the bugs and new features of this release, as to not immediately die when we start out in frustration. The Mastah and I have known each other for a long time, and thus I shall try to get things going with him.

So far for world settings we are in favor of Big world, short history and medium number of civs and beasts, which sounds quite a stable play to me.

On the note on the turn list, that shall be sorted in two ways. The first would be to get the latest turn list manually, which is not that hard to do and the second is to redo the turn list. I personally am in favor of the former but with confirmation from each person.

The time we wait for a bugfix can directly be observed on how many bugs are fixed per hotfix. If the number of bugs fixed is large and the time between these fixes is short, then we will be able to wait less. Hell, if you want to make it even faster, you might as well go on a bug hunt and report them in the "Bug Report" Forum Category.

If anybody disagrees, has new ideas or suggestions, now is the time to speak them out.
Title: Re: DF2014: The Succession World!
Post by: mastahcheese on July 08, 2014, 08:27:45 am
ALL RIGHT PEOPLE

Like apiks said, there are games for those who cannot wait. I would REALLY prefer to wait until a non-radioactive stable 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.
Title: Re: DF2014: The Succession World!
Post by: Scotsmen on July 08, 2014, 01:23:46 pm
Well said, apiks, especially for the 1000th reply :P.
Title: Re: DF2014: The Succession World!
Post by: Mesa on July 08, 2014, 02:22:12 pm
Okay, so how many of the ideas we've been brainstorming for the past year in this thread are actually possible in 0.40 now?
Title: Re: DF2014: The Succession World!
Post by: Glloyd on July 08, 2014, 04:22:51 pm
ALL RIGHT PEOPLE

Like apiks said, there are games for those who cannot wait. I would REALLY prefer to wait until a non-radioactive stable 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.

After crashing 3 times in as many hours, my explosion levels are no longer near critical :P

However, I appreciate you letting me make up the new thread. Definitely worth waiting for some bugfixes though, especially regarding deities (and I didn't even get to fortress mode, which I assume has its own new set of bugs).

We've decided on the world gen settings, now how about the turn lengths? 4 days (96 hours) sound okay to everyone?

Lastly, here is the old turn list, untouched since February of last year:

Spoiler (click to show/hide)

Direct link for those who care. (http://www.bay12forums.com/smf/index.php?topic=121140.msg4001392#msg4001392)

Now, I know that a few of those people aren't on the forums anymore, but since we still have the old list, we might as well keep it going. What do you suggest? Want me to PM them all, and go from there?
Title: Re: DF2014: The Succession World!
Post by: Mesa on July 08, 2014, 04:38:35 pm
Spoiler (click to show/hide)

That list is outdated by at least 3 people since I clearly remember being signed under #42, though there were even more people than that. :P
Title: Re: DF2014: The Succession World!
Post by: Scotsmen on July 08, 2014, 05:19:05 pm
And a lot of new people (myself included) have gotten on since then. I think we should just make a new list.
Title: Re: DF2014: The Succession World!
Post by: TD1 on July 08, 2014, 05:20:15 pm
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.
Title: Re: DF2014: The Succession World!
Post by: mastahcheese on July 08, 2014, 05:21:20 pm
Yeah, a new list may be in order.
Title: Re: DF2014: The Succession World!
Post by: Glloyd on July 08, 2014, 05:27:08 pm
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.

As I said, there are a few people on there who aren't even on the forum anymore.

Yeah, a new list may be in order.

Alright, I'll start a new one. Mastahcheese, would you still like the honour of the first turn?

Title: Re: DF2014: The Succession World!
Post by: mastahcheese on July 08, 2014, 05:28:52 pm
Bro, I don't even have home internet still.
Title: Re: DF2014: The Succession World!
Post by: TD1 on July 08, 2014, 05:31:57 pm
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.
Title: Re: DF2014: The Succession World!
Post by: Scotsmen on July 08, 2014, 05:32:53 pm
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
Title: Re: DF2014: The Succession World!
Post by: Glloyd on July 08, 2014, 05:42:17 pm
Bro, I don't even have home internet still.

Fair enough. If you do get it, just let me know and I'll be sure to put you in line.

In that case, I hope noone minds if I start it off then? I'll gen the world for us, and post the map in the OP, then run my turn and let you loose upon the world.

If that's okay, the list is going to look like this so far (I'll keep a running list on a notepad file until I start the thread)

1. Glloyd
2. Th4DwArfY1
3. Scotsmen
4. Elephant Parade
5. HugoLuman
6. DarkDXZ
7. apiks
8. StLeibowitz
9. Lolfail0009
10. Ghills
11. Insanity Incarnate
12. Insanity X
13. Broken
14. Lurker Z
15. Inarius
16. Lightningfalcon
17. Volfgarix
18. Atomic Chicken
19. Jaccarmac
20. pisskop
21. NAV
22. Timeless Bob
23. The Master
24. Plancky
25. Ruhn


To others lurking the thread, feel free to post if you want a go, I'll add you to the list in the order you ask.
Title: Re: DF2014: The Succession World!
Post by: TD1 on July 08, 2014, 05:43:43 pm
I thought we were going to wait a few days?
Title: Re: DF2014: The Succession World!
Post by: Glloyd on July 08, 2014, 05:47:36 pm
We are, but we can start the turnlist now, so people who have been following this thread can get first crack at it.
Title: Re: DF2014: The Succession World!
Post by: Sergarr on July 08, 2014, 05:50:25 pm
Don't forget to talk to deities, equip shields and jump on top of enemies!
Title: Re: DF2014: The Succession World!
Post by: Elephant Parade on July 08, 2014, 06:00:02 pm
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.
Title: Re: DF2014: The Succession World!
Post by: Scotsmen on July 08, 2014, 06:00:55 pm
One thing that sucks about the new version: quests. You don't have a list of your quests on the "Q" page anymore. Oh well.

Edit so as to avoid a double-post: When our turn is over, do we get put at the end of the list?
Title: Re: DF2014: The Succession World!
Post by: Glloyd on July 08, 2014, 06:03:48 pm
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.
Title: Re: DF2014: The Succession World!
Post by: WillowLuman on July 08, 2014, 06:05:32 pm
I'd like to get in relatively soon, as I'm in the middle of Summer before classes or vacation and have tons of free time.
Title: Re: DF2014: The Succession World!
Post by: Mesa on July 08, 2014, 06:16:08 pm
Sign me up for this, hopefully for real this time!
Title: Re: DF2014: The Succession World!
Post by: Glloyd on July 08, 2014, 06:18:48 pm
Added both of you.
Title: Re: DF2014: The Succession World!
Post by: Elephant Parade on July 08, 2014, 06:22:51 pm
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.
Oh, right. I forgot about the waiting thing.
Title: Re: DF2014: The Succession World!
Post by: apiks on July 08, 2014, 07:48:22 pm
Would be a shame if you forgot about me too.
Title: Re: DF2014: The Succession World!
Post by: StLeibowitz on July 08, 2014, 07:52:53 pm
I'm on board for the world - sign me up! Here's hoping for bugfixes soon though...
Title: Re: DF2014: The Succession World!
Post by: Glloyd on July 08, 2014, 08:24:07 pm
Added ya both. Here's hoping the Toad gets some fixes in soon. In the meantime, do what apiks said and enjoy singleplayer for a bit. Learn the tricks and quirks of the new version.
Title: Re: DF2014: The Succession World!
Post by: Lolfail0009 on July 08, 2014, 08:55:45 pm
((Of course I'm asleep when the new list begins '^^))

Count me in!!
Title: Re: DF2014: The Succession World!
Post by: Ghills on July 08, 2014, 09:13:51 pm
This idea is fun every time it comes up. Count me in for a turn!
Title: Re: DF2014: The Succession World!
Post by: Orange Wizard on July 09, 2014, 03:46:23 am
I would also like to be re-appended to the turn list.

Also, squee! This is finally happening!
Title: Re: DF2014: The Succession World!
Post by: Insanity X on July 09, 2014, 02:36:53 pm
I'd also like to be re-added to the list
Title: Re: DF2014: The Succession World!
Post by: Broken on July 09, 2014, 02:40:14 pm
Sign me in.

where si the new list?
Title: Re: DF2014: The Succession World!
Post by: apiks on July 09, 2014, 02:46:02 pm
Sign me in.

where si the new list?

A page back.
Title: Re: DF2014: The Succession World!
Post by: Lurker Z on July 09, 2014, 03:05:37 pm
I'd like in, hoping for the best.
Title: Re: DF2014: The Succession World!
Post by: Inarius on July 09, 2014, 03:29:45 pm
Well, i'd like to be in, but i need time to test the new version ! It was just 24 hours ago !
Title: Re: DF2014: The Succession World!
Post by: apiks on July 09, 2014, 03:51:30 pm
Well, i'd like to be in, but i need time to test the new version ! It was just 24 hours ago !

This World Succession will be starting after the game is patched and less buggy. So you don't have to worry about that.
Title: Re: DF2014: The Succession World!
Post by: Lightningfalcon on July 09, 2014, 03:55:41 pm
I would like to be added to the new list. 
Title: Re: DF2014: The Succession World!
Post by: Glloyd on July 09, 2014, 04:04:49 pm
List has been updated! I'm keeping the post with the list updated as well. (http://www.bay12forums.com/smf/index.php?topic=121140.msg5451461#msg5451461)
Title: Re: DF2014: The Succession World!
Post by: Volfgarix on July 09, 2014, 05:17:37 pm
I'm in.
Btw. We had list done earlier, why are you making new one?
Title: Re: DF2014: The Succession World!
Post by: apiks on July 09, 2014, 05:35:14 pm
I'm in.
Btw. We had list done earlier, why are you making new one?

Because it was a long time ago and some of the ones in it aren't as active as they used to be. This is basically a clean plate.
Title: Re: DF2014: The Succession World!
Post by: TheKaspa on July 10, 2014, 03:30:31 am
I volunteer to be dorfed, although I won't overseer
Title: Re: DF2014: The Succession World!
Post by: apiks on July 10, 2014, 05:26:24 am
I volunteer to be dorfed, although I won't overseer

That's fair enough, but you do realize how this works, right? I don't think dorfed dwarves will have any spotlight at all with how hectic things will be around this. Or do you want to be dorfed in every fortress?
Title: Re: DF2014: The Succession World!
Post by: TD1 on July 10, 2014, 09:16:19 am
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.
Title: Re: DF2014: The Succession World!
Post by: wer6 on July 10, 2014, 09:31:27 am
Meh, I dont think i actually want a spot.
Title: Re: DF2014: The Succession World!
Post by: Atomic Chicken on July 10, 2014, 09:35:43 am
Sign me up!
Title: Re: DF2014: The Succession World!
Post by: apiks on July 10, 2014, 10:19:05 am
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.

It's a world where you can play and do whatever you want to the world during your turn. Whether you want to found a new fortress or play as an adventurer and unearth other peoples' fortresses is up to you.
Title: Re: DF2014: The Succession World!
Post by: jaccarmac on July 10, 2014, 11:33:15 am
Please count me in!
Title: Re: DF2014: The Succession World!
Post by: mastahcheese on July 10, 2014, 12:22:37 pm
Yeah, I think the few times I'll actually be able to get in I'll probably just be a short-lived adventurer.
Title: Re: DF2014: The Succession World!
Post by: pisskop on July 10, 2014, 01:09:02 pm
Can I have a slot on the list?  I imagine with my luck it will be December before I get a go though :P
Title: Re: DF2014: The Succession World!
Post by: apiks on July 10, 2014, 01:13:39 pm
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 will not be December, I guarantee you that much. Might be August though, since we're waiting for a stable release. Reason is that you are given a fixed amount of time (96 hours I think it was) to play your turn. After that you hand it out to the next person. If you don't, you're just skipped.
Title: Re: DF2014: The Succession World!
Post by: Inarius on July 10, 2014, 01:40:06 pm
I'm in, anyway.
Title: Re: DF2014: The Succession World!
Post by: NAV on July 10, 2014, 02:07:40 pm
Give me spot on list
Title: Re: DF2014: The Succession World!
Post by: Timeless Bob on July 10, 2014, 02:53:23 pm
I'm still in.
Title: Re: DF2014: The Succession World!
Post by: Glloyd on July 10, 2014, 07:45:48 pm
Everyone's added, we're up to 22 now, not including Mastahcheese. As for being dorfed, there's not too much of a reason in this succession game, considering the fact that it'll be multiple forts/adventurers.

As for turn lengths, yup, we decided on 96 hours. I figure 24 hours is a reasonable enough time to let me know if you can or can't take your turn, possibly with another 24 hours extension to start your turn if you ask for it (opinions?). That way less people will have to skip hopefully, but we can still keep it fast, and have turnover every 5 days.

It seems that most people want to play adventurers, and let's be honest, why wouldn't you. Since I'm taking the first turn, I think I'm going to play fortress, and build a museum of sorts for people to place the artifacts from their adventures in and whatnot. What do people think of that idea?
Title: Re: DF2014: The Succession World!
Post by: WillowLuman on July 10, 2014, 07:48:20 pm
Build good, strong walls and lots of plump helmet farms, to ensure survival.
Title: Re: DF2014: The Succession World!
Post by: TD1 on July 10, 2014, 07:51:22 pm
I'll be on holiday from the 16th to the 23. Maybe swapping my turn for next person's would solve that, if no one minds?

As for the museum idea, that's fine if people want to gather important items in one place. It's a nice thing. It shouldn't be the main goal though- we don't want to copy the Museum.
Title: Re: DF2014: The Succession World!
Post by: apiks on July 10, 2014, 07:53:27 pm
I most probably will be starting a fortress as well due to my lack of experience and confidence as an adventurer.

Also, we did agree on starting a new thread when the hotfix comes, correct?
Title: Re: DF2014: The Succession World!
Post by: WillowLuman on July 10, 2014, 08:10:45 pm
It still seems a bit unstable, let's give it another few days?
Title: Re: DF2014: The Succession World!
Post by: TD1 on July 10, 2014, 08:11:25 pm
It still seems a bit unstable, let's give it another few days?
Yep.
Title: Re: DF2014: The Succession World!
Post by: Glloyd on July 10, 2014, 08:23:24 pm
Yeah, I'm waiting on calendar optimization myself.
Title: Re: DF2014: The Succession World!
Post by: Orange Wizard on July 10, 2014, 08:35:02 pm
Weren't there a few dwarf mode things Toady wanted to do during this cycle? I'd say wait for those first.
Title: Re: DF2014: The Succession World!
Post by: Scotsmen on July 10, 2014, 09:05:17 pm
Yeah, at least wait for the next bugfix. If everyone's too impatient then, then we start it. Seriously, DF2012 had 11 bugfixes before it was done. As for the museum idea, if you do it, make it a skyscraper. Just for the heck, really. I mean, wood is so damn plentiful building above ground should be extremely easy.
Title: Re: DF2014: The Succession World!
Post by: The Master on July 10, 2014, 09:32:28 pm
Count me in on this!
Title: Re: DF2014: The Succession World!
Post by: Plancky on July 11, 2014, 02:33:40 am
I'd like a turn.
Title: Re: DF2014: The Succession World!
Post by: apiks on July 11, 2014, 05:17:08 am
I think some people misunderstood me. What I meant was whether we'd make a new thread when a stable version comes out, or whether we'd keep going with this one. I wasn't actually hinting at starting immediately.
Title: Re: DF2014: The Succession World!
Post by: The Master on July 11, 2014, 06:22:05 am
I got what you meant!
Title: Re: DF2014: The Succession World!
Post by: Scotsmen on July 11, 2014, 09:15:41 am
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.
Title: Re: DF2014: The Succession World!
Post by: mastahcheese on July 11, 2014, 12:26:03 pm
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.
Title: Re: DF2014: The Succession World!
Post by: Orange Wizard on July 11, 2014, 03:31:52 pm
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 +1
Title: Re: DF2014: The Succession World!
Post by: Glloyd on July 11, 2014, 04:39:36 pm
Yeah, I already said somewhere further back that I would gen the world and make a new thread when we've got a release that we're fine with playing.
Title: Re: DF2014: The Succession World!
Post by: Glloyd on July 13, 2014, 03:44:35 pm
Doubleposting to say that I'm still going to hold out for the optimizations before starting a new world. We are planning on going with a large world, and I'm assuming people want it to be somewhat playable :P

So probably another week, then we can get this train rollin'.
Title: Re: DF2014: The Succession World!
Post by: mastahcheese on July 13, 2014, 04:07:47 pm
Yeah, I'd certainly recommend more time on that, because I'm sure everyone will want to take over sites as adventurers, and that causes way too many crashes right now. And that's just one problem of many.
Title: Re: DF2014: The Succession World!
Post by: Glloyd on July 13, 2014, 04:13:44 pm
Yeah. For something like this, I think it's best to err on the side of caution, especially if there's going to be more save data incompatibility in the near future.
Title: Re: DF2014: The Succession World!
Post by: SilverDragon on July 14, 2014, 07:28:14 pm
A bit slow, but still in, although I most likely won't participate.
Title: Re: DF2013: The Succession World?
Post by: Ruhn on July 29, 2014, 03:24:44 pm
Here is the most RECENT turn list that I could find (which still didn't include me  :'()
Spoiler (click to show/hide)
Please sign me up.  I'm ready to make some mini-forts.
Title: Re: DF2014: The Succession World!
Post by: Glloyd on July 29, 2014, 04:10:41 pm
Yeah, I linked that a few pages back.

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?
Title: Re: DF2014: The Succession World!
Post by: mastahcheese on July 29, 2014, 04:16:34 pm
Yeah, I was actually going to ask about which point we would declare this to be do-able.
Next update sounds good.
Title: Re: DF2014: The Succession World!
Post by: Ruhn on July 30, 2014, 11:19:58 am
Thanks for adding me to the new list.

Yeah, I linked that a few pages back.

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?
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.
Perhaps people on that list can keep their turn order?
Title: Re: DF2014: The Succession World!
Post by: eharper256 on July 30, 2014, 02:03:45 pm
Well, jolly ho, I just came back to DF since I checked in and saw 2014 was out, so I guess you can pop me back in (looks I missed getting spot 2 or 3 like I originally had but ah well).
Title: Re: DF2014: The Succession World!
Post by: DVNO on August 04, 2014, 10:27:34 pm
So what's the status on this thing?
Title: Re: DF2014: The Succession World!
Post by: Orange Wizard on August 05, 2014, 02:53:22 am
We're waiting for a more stable 2014 release, so we can do the thing without bugs and glitchiness ensuing in a manner that is more destructive than usual.
Title: Re: DF2014: The Succession World!
Post by: Mesa on August 11, 2014, 08:12:04 am
What's the definition of a stable release though?
I haven't played in a few weeks, but to me it seems that the game is largely stable at this point.

Whether it's stable enough to warrant the beginning of this is up for discussion though.
(This is a badly camouflaged bump.)
Title: Re: DF2014: The Succession World!
Post by: TD1 on August 11, 2014, 09:09:50 am
It seems that Toady crushes one bug and two more pop up.

I think that we should wait a wee while yet.
Title: Re: DF2014: The Succession World!
Post by: mastahcheese on August 11, 2014, 11:03:42 am
It seems that Toady crushes one bug and two more pop up.

I think that we should wait a wee while yet.
Apparently coding DF is equivalent to slaying hydras.
Title: Re: DF2014: The Succession World!
Post by: Glloyd on August 11, 2014, 01:01:04 pm
It seems that Toady crushes one bug and two more pop up.

I think that we should wait a wee while yet.

That was my thought as well. We'll see what the next fix update brings though.
Title: Re: DF2014: The Succession World!
Post by: Mesa on August 12, 2014, 05:55:29 am
Coding is equivalent to slaying hydras.

FTFY. :P
Title: Re: DF2014: The Succession World!
Post by: Bralbaard on September 24, 2014, 12:51:03 pm
-bump-

So we have been planning this for 73 pages.. Is there an indication on when this will start?
Title: Re: DF2014: The Succession World!
Post by: mastahcheese on September 24, 2014, 01:43:46 pm
-bump-

So we have been planning this for 73 pages.. Is there an indication on when this will start?
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.

I think it has reached a sufficiently stable point.

I can put a poll on it, if people would like.
Title: Re: DF2014: The Succession World!
Post by: Glloyd on September 24, 2014, 02:23:18 pm
-bump-

So we have been planning this for 73 pages.. Is there an indication on when this will start?
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.

I think it has reached a sufficiently stable point.

I can put a poll on it, if people would like.

Yup. I'm still up for starting the thread and the world if you're still not able to mastahcheese.
Title: Re: DF2014: The Succession World!
Post by: TD1 on September 24, 2014, 02:31:57 pm
*Hopes Mastah can, if only to watch the Catsplosion in his chosen world*
Title: Re: DF2014: The Succession World!
Post by: mastahcheese on September 24, 2014, 02:51:17 pm
*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.
Title: Re: DF2014: The Succession World!
Post by: WillowLuman on September 24, 2014, 04:45:12 pm
Yay! Looks like I should be getting in just before/after midterms!
Title: Re: DF2014: The Succession World!
Post by: Glloyd on September 24, 2014, 07:29:19 pm
*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.

Thanks Mastah, I'll set it up when I get out of my lecture in a couple hours.
Title: Re: DF2014: The Succession World!
Post by: StLeibowitz on September 24, 2014, 07:36:47 pm
Oh, is this finally getting off the ground? Once again, count me in!
Title: Re: DF2014: The Succession World!
Post by: Glloyd on September 24, 2014, 07:44:11 pm
The only thing I'm worried about is the upcoming thought update potentially breaking saves. Opinions?
Title: Re: DF2014: The Succession World!
Post by: Timeless Bob on September 24, 2014, 08:07:57 pm
Opinion: we have enough people interested, that if the thought update breaks the save, that a splinter world be genned using the same seeds and two succession worlds be hosted instead until one or the other ran out of Players naturally, as the Museum and Museum II games have done.  With a strong enough start, the world will be familiar enough to encapsulate several versions of itself as "alternate mirrors".
Title: Re: DF2014: The Succession World!
Post by: Glloyd on September 24, 2014, 09:51:40 pm
http://www.bay12forums.com/smf/index.php?topic=144118.0

^

The thread lives. It's late where I am, so I'm going to get to bed. When I wake up tomorrow, I'll be genning the world with the parameters that we agreed upon, and I'll begin my turn.
Title: Re: DF2014: The Succession World!
Post by: mastahcheese on September 25, 2014, 01:10:43 pm
At last!
I'll put the link in the OP when I have access to the computer.
Title: Re: DF2014: The Succession World! At Long Last!
Post by: Imic on January 20, 2017, 01:40:04 pm
NECRO!!!
NECRO!!!
NEEEEEEEEEEEEECROOOOOOOOOO!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Title: Re: DF2014: The Succession World! At Long Last!
Post by: Elephant Parade on January 20, 2017, 06:26:09 pm
NECRO!!!
NECRO!!!
NEEEEEEEEEEEEECROOOOOOOOOO!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
but why

the OP hasn't been online for a year and a half, for crying out loud
Title: Re: DF2014: The Succession World! At Long Last!
Post by: Imic on January 21, 2017, 05:37:48 am
Someone might want to read it.
Title: Re: DF2014: The Succession World! At Long Last!
Post by: Inarius on January 25, 2017, 06:02:29 am
Necro are good. We all like them.
Title: Re: DF2014: The Succession World! At Long Last!
Post by: Glloyd on January 25, 2017, 09:52:27 am
Can you stop fucking posting in this thread please.