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Dwarf Fortress => DF Community Games & Stories => Topic started by: ptb_ptb on September 23, 2014, 05:32:53 am

Title: Shadow empires
Post by: ptb_ptb on September 23, 2014, 05:32:53 am
Religion, mythology, legends, rumours. In the gray areas beneath the conventional truths lay secrets to untold powers. Or such was held to be true by the heretic Monks of Chaos. It was they, for instance, who claim to have found the First Anvil. Everydwarf knows about the epic beatdown of darkness by Armok but the Monks of Chaos hold that darkness got in a lucky cheapshot to Armok's jaw causing one of his front teeth to be chipped[1]. They say that that chip later fell to earth and, being invulnerable to all forms of heat and damage was quickly found and used to forge metal items by the early proto-dwarves.

Ruined temples and scattered texts are all that remain of the Monks of Chaos but echos of their beliefs still trouble the world today.

One such heresy is that of the reality shard or ş̴̢̛͍̘͕͓̫̙̭̜̆͋̏̉̇́̄͌̕á̶̢̨̡̫̠̰̲͔͇̳̏̒́̅̎̿͑̉̚ṿ̴̧̨̨̛̯̟̲̻̦̗̀̈́͒̃͑͐̃̊͝e̷̢̺̗̺̯͖̙̮̝̺͂̏̈́͆̾̉̋̓̈͝ ̶̨̡̨͕̝̬͚̤̩͗̐͐̈́̏̉̐͋͜͠͝p̴̡̜͉͙̬͔̹͇̦̄̒͐̃̈͐͊͒͘͜͝ö̴̢̜̻̬̜̳̠̹̼̟́͌͐̓͋̾̓̌͘͝i̶̳̰̜̖͇̞̭̼̳͙̍̑̋̉̓̽̕̕͠͠n̷̡̦̫̙̰͕͓̭͙͎͋̾̆̉͋̀̐̐̉̕ẗ̴̨̧͍̼̘͚̼̹̪͖́̎̉̿͊̓͗̌̒͝, as it is described in the ancient texts.

It holds that an unholy ritual can be used to give unearthly power to one dwarf when seven take part in a certain ritual. The catch? Only one dwarf survives. The others have their souls eaten and their entire existence wiped from history. The survivor is known as the Shadow Emperor.

[1] The belief that Armok's teeth could be chipped is why the Monks of Chaos were deemed to be heretic.
Title: Re: Shadow empires
Post by: ptb_ptb on September 23, 2014, 05:46:04 am
So what is this?

It's a potential succession fortress / adventurer game. The idea goes something like this...

Stage 1. Players are recruited, each one represents a potential participant in the reality shard ritual. They each take turns to spend one and one half game years making a fortress (player fortresses should not be placed closer than 5 world map squares to another player fortress). During that time they should store up equipment useful for the adventurer they will be using later. (Probably place them behind a bridge/lever combo or something to stop kea stealing them).

Stage 2. When all players have had their fortress turns and retired them the unholy ritual of ş̴̢̛͍̘͕͓̫̙̭̜̆͋̏̉̇́̄͌̕á̶̢̨̡̫̠̰̲͔͇̳̏̒́̅̎̿͑̉̚ṿ̴̧̨̨̛̯̟̲̻̦̗̀̈́͒̃͑͐̃̊͝e̷̢̺̗̺̯͖̙̮̝̺͂̏̈́͆̾̉̋̓̈͝ ̶̨̡̨͕̝̬͚̤̩͗̐͐̈́̏̉̐͋͜͠͝p̴̡̜͉͙̬͔̹͇̦̄̒͐̃̈͐͊͒͘͜͝ö̴̢̜̻̬̜̳̠̹̼̟́͌͐̓͋̾̓̌͘͝i̶̳̰̜̖͇̞̭̼̳͙̍̑̋̉̓̽̕̕͠͠n̷̡̦̫̙̰͕͓̭͙͎͋̾̆̉͋̀̐̐̉̕ẗ̴̨̧͍̼̘͚̼̹̪͖́̎̉̿͊̓͗̌̒͝, is held.

Stage 3. Each player, starting from the same save game file, starts an adventurer (hero, not demigod) from their fortress. The adventurer has up to one game month (28 days) to gain control[1] of as many dwarven sites as possible or die in the attempt. When the time is up, or the adventurer decides he has enough sites to win, each player relates their adventures and boasts of their successes. The player with the most sites is the survivor, and his save game file is used for the next part.

Stage 4. The 'shadow emperor' (winner of stage 3)  then retires, either in a nearby site or his actual fortress (N.B. The latter may be risky (http://www.bay12games.com/dwarves/mantisbt/view.php?id=8078)).

Stage 5. Repeat from stage 1. Players can unretire their previous fortress, or start a new one. The 'Shadow emporer's' fortress has the the advantage of being allowed two years preparation instead of just one and a half.

[1] Claim location, recruit hearthperson, chase away rightful ruler.

FAQ:
Q. What happens if my adventurer dies?
A. You lose that round. You can join back in in the next fortress building round.

Q. What happens if my fortress falls?
A. If it completely fails, you lose that round. But if even one dwarf stays alive and sane until the end of the turn (one and a half game years) you are still good to go. So hang in there.

Q. Can you ...?
A. Most tactics and actions are just fine. Please don't outright cheat. You are free to use macros to make everyday adventuring more convenient, but please don't use macros to train up skills in endless repeated crab wrestling or similar. If you want to endlessly repeat crab wrestling you have to risk carpal tunnel syndrome and type everything out. :P

Other things I consider rather 'exploity' include repeatedly picking up water / blood to drink or filling your backpack with water, cheating dwarves while exchanging items by picking up the stuff they drop and trading it again or carrying 11 thousand bees to use as missiles.

Q. Is it OK to make backup saves while playing?
A. Absolutely! I would particularly recommend making a backup save just before retiring / unretiring your adventurer or your fortress. You can use these backups in case the game crashes and to test whether the game will crash (there are some 'delayed effect' crashes!). Please do not use the backup saves if you do something stupid in game. ;)

HISTORY
Spoiler (click to show/hide)

Currently in Fortress Building round.

Turn 1.
Player: ptb_ptb
Clan: Iron Fist
Civilization: The Gloved Key

Turn 2.
Player: Timeless Bob
Clan: The Clan of Beers
Civilization: The North Works

Turn 3
Player: pisskop
Clan: Coop Castle
Civilization: The Cooperative Castle

Turn 4?
Player: PsychoAngel
Clan: The Council of Purification
Civilization: The Torches of Land
Title: Re: Shadow empires
Post by: Ruhn on September 23, 2014, 12:10:41 pm
Interesting idea, but I don't understand what the Gold and Platinum bars are for at the end?
Title: Re: Shadow empires
Post by: ptb_ptb on September 23, 2014, 12:15:41 pm
Interesting idea, but I don't understand what the Gold and Platinum bars are for at the end?
Theoretically the idea is to give the winner of the last turn a small 'edge' in the next round. On second thoughts, you'd probably need an adventurer with legendary strength to carry them around. :P I should probably give that more thought.
Title: Re: Shadow empires
Post by: Timeless Bob on September 23, 2014, 12:36:50 pm
Instead of metal bars, use rings made entirely out of gemstones (rather than encrusted with them).  I was using gemstone rings as trade currency in my short-lived "Tar Rabin" game.  If each Player claims one specific type of gemstone as "thiers", then the rings would also show where they'd come from.  Of course, you could also set this up with specific weapons instead, which log their kill histories.  Have each dwarven clan embark with a specific melee weapon that their militia dwarves need to have equipped and the weapon will then be "logged" with that site as it's first kills.  When stolen by an adventurer, any further kills will be added to it's kill list, which will further identify its travels.
Title: Re: Shadow empires
Post by: ptb_ptb on September 23, 2014, 12:44:31 pm
Maybe demand a different transportable (not too heavy) masterwork item from each clan. The winner could placate nobles with them and you'd know who made them. Having a masterwork item of sufficient value could be a perquisite for successfully completing stage 1. If a player can't get a sufficiently valuable masterwork item in two game years running a fort somebody else gets to take his place.

Of course this whole idea does require seven players to actually want to play. :P
Title: Re: Shadow empires
Post by: Timeless Bob on September 23, 2014, 04:18:38 pm
Hey, I'm in.  And the whole game could be set up as <arbitrary number> CLANS, not necessarily <arbitrary number> PLAYERS.  When one Clan gains ascendancy through its champion, the others would then compete to produce an even stronger champion, to wrest that title of "greatest" from the current one's fame.

I'm reminded of this movie (https://www.youtube.com/watch?v=4n4FBVX59Kc)
Spoiler (click to show/hide)
Title: Re: Shadow empires
Post by: ptb_ptb on September 23, 2014, 04:27:03 pm
Cool. Well, it's late tonight so I'll do some planning and testing tomorrow.
Title: Re: Shadow empires
Post by: Prudent Viper on September 23, 2014, 04:57:04 pm
I really like this idea! Could lead to some great roleplay.
I do have a couple questions about stage three:
1)What happens if the adventurer dies?
2)An ingame year is a long time in adventurer mode. A season might be better?
3) Taking control of dwarven sites? Wouldn't you have to kill everyone in the fortress to do that?
4) The autowin invasion bug will ruin your day. It might be better to use 34.11?

Anyway, I'm in whenever this starts.
Title: Re: Shadow empires
Post by: pisskop on September 23, 2014, 05:02:52 pm
Sounds interesting, albeit I have zero clue how to play with DF like that.
Title: Re: Shadow empires
Post by: Timeless Bob on September 23, 2014, 07:03:54 pm
I really like this idea! Could lead to some great roleplay.
I do have a couple questions about stage three:
1)What happens if the adventurer dies?
2)An ingame year is a long time in adventurer mode. A season might be better?
3) Taking control of dwarven sites? Wouldn't you have to kill everyone in the fortress to do that?
4) The autowin invasion bug will ruin your day. It might be better to use 34.11?

Anyway, I'm in whenever this starts.

The autowin invasion bug could work in your favor though, if different Players were different civs of dwarf alltogether!  I can see it now: You train up an awesome militia, retire, and someone else's civ is invaded by those selfsame units.  Maybe they even appear in a seiging force in fortress mode!  Wouldn't that be interesting? (since dwarves are automatically "trapavoid"... )
Title: Re: Shadow empires
Post by: Prudent Viper on September 23, 2014, 08:01:23 pm
That would be effing amazing. OP! You must implement this.
Title: Re: Shadow empires
Post by: ptb_ptb on September 24, 2014, 02:18:51 am
It's great to have all this interest all of a sudden. :)

I'll be taking some time to decide / consult on details and test things.

I think the first thing I want to decide is the size of the world. The Natural History museum world (http://www.bay12forums.com/smf/index.php?topic=143687.0) I've been taking part in (Thanks Timeless Bob) seems to be 257 x 257. At that size it's slow enough to be a bit annoying at times but playable on my computer. I think at least a medium size (129x129) is needed for this sort of game. In theory, things that depend on world size would be four times as fast on 129x129. Or twice as fast on 257 x 129. Not everybody has the fastest computer (mine isn't ;) ) so maybe a compromise is in order.

I'm putting up a poll on the thread so anybody interested can have their vote.

I'll be back and comment on other questions / suggestions later.

-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+

I really like this idea! Could lead to some great roleplay.
I do have a couple questions about stage three:
1)What happens if the adventurer dies?

If an adventurer dies the player (or clan) loses that round. The player (or clan) can take part again starting from the next round of fortress building.
Quote
2)An ingame year is a long time in adventurer mode. A season might be better?
I'll have to test that, but you're probably right. If we go for a season the actual length will be "90 game days" to avoid people getting varying length turns.
Quote
3) Taking control of dwarven sites? Wouldn't you have to kill everyone in the fortress to do that?
Again, something I'll have to test, but you can challenge the leader of a fortress / mountain home to be declared the new leader, I believe. You can also, I think, talk to someone from the fortress to have them keep control for you when you leave. This doesn't actually have any practical effect at the moment, but it can be used as a 'counter' for this game.

Quote
4) The autowin invasion bug will ruin your day. It might be better to use 34.11?

I think the autowin invasion bug _might_ ruin your day. It depends on how many invasions take place in one game year / season. Again, something I should test. A few random losses will just add to the flavor (IMO).

-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+

Testing and results

Trying a 129x129 world I got 8 dwarven civilizations.


The Vestibule of Roads : 28 sites
The Tool of Tapering : 2 sites
The Glaze of Kissing : 43 sites
The Honest Sack : 27 sites
The Bridled Nets : 46 sites
The Buff Girder : 40 sites
The Solitary Channel : 56 sites
The Theater of Flight : 49 sites

In total 291 active dwarven sites. Your adventurers task would be to visit as many of those as he can, find the site leader, challenge the site leader, select a deputy. (Could take screenshots for proof, but I think they will show up in the legends view).

-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+

Second post of thread updated!
Title: Re: Shadow empires
Post by: ptb_ptb on September 24, 2014, 01:09:40 pm
Trial run!

I start my fortress with a 2x2 embark and:

Serene
Shallow metals
Flux stone
Brook
Woodland
Warm

Copper picks (2)
Iron anvil
dwarven ale (20)
dwarven beer (20)
dwarven rum (20)
alligator snapping turtle meat (15)
rainbow trout (15)
plump helmets (15)
pig tail fiber thread (12)
blackberries (40)
strawberries (36)
male cats (10)

Diagnostician
Appraiser
Surgeon
Bone Doctor
Wound Dresser
Suturer
Grower
Brewer
Weaponsmith
Armorsmith
Herbalist
Clothier
Weaver
Spinner

-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+

First season results.

Got a bunch of iron from mining. Fortress is totz insecure.

Summer arrives.

-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+

Second season results.

Starting to look like an actual fort. Fortress is totz insecure.

Autumn arrives.

-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+

Third season results.

Thinking about one-way halls and suchlike. Ran out of booze.

Winter arrives.

-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+

Fourth season results.

Weapon smith is getting quite skilled. Farms are healthy.

Spring arrives.

-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+

Fifth season results.

Masterwork silver war hammer produced. Good stock of booze.  Working on armor smithing.

Summer arrives.

-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+

Sixth season results.

Armor smith continues to improve. Finally made a bedroom for last of immigrants.

Autumn arrives

-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+

Seventh season results.

Fortress is somewhat secure (roof not finished). Attempting to make high quality full set of steel armor and a weapon. So far have

Steel helm (masterwork)
steel high boot x 2
steel gauntlet left/right
steel shield

Winter arrives

-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+

Last season!

Final Adventurer Gift Set

Silver war hammer (masterwork)
Steel high boot x 2 (exceptional)
Steel helm (masterwork)
steel shield (exceptional)
steel left gauntlet (masterwork)
steel right gauntlet (exceptional)
steel greaves (masterwork)
steel short sword (exceptional)
steel pick (masterwork)
steel breastplate (masterwork)
giant olm leather cloak (superior)

(also lots of booze)

I am by no means an expert dwarf fortress player, so you can take this as an good example of what someone with two game years should be able to be able to produce in a safe location.

=-=-=-=-=-=-=-=-==-=

Helpful hints corner: Make sure you note the name of your fortress and the name of your civilization. It helps. I totally forgot to.
Fortress: Uthmiknomal "Shakestaff"
Civilization: Edzul Tulon "The Vestibule of Roads"
It appears that it may be difficult to start your adventurer from your player fort. So placing your player fort near a dwarven site could be sensible.
Title: Re: Shadow empires
Post by: ptb_ptb on September 24, 2014, 02:49:09 pm
Adventure mode!

Attrib:
High Strength
Above Average Agility
Above Average Toughness
Above Average Endurance
Above Average Social Awareness

Skills:
Competent Swordsdwarf
Adequate Swimmer
Novice Climber
Adequate Ambusher
Competent Shield User
Competent Armor User
Adequate Dodger

I can't get my player fortress for the starting location, so I go for 'Wireweb' - a dwarven hillocks.

Olon Nishenkos (Olon Tradetaken)

It is the 15th Granite, 273. Shakenstaff is apparently to the SW.

I head off to pick up my goodies.

I have till the 14th Hematite to complete my quest.

It took me two days to get about halfway to my player fortress.  Then I died. Things I found out:

1. Nobody respects you if you're only competent with your weapon.
2. Nobody wants to be the hearthperson of a nobody (possibly gratuitous slaughter would help? :P )
3. Travelling across mountains on an 800 elevation variance world is boring, but straightforwards.
4. BOGEYMEN MAY ATTACK YOU IN HILLOCKS!

Thus ends my trial run. I think the challenge will be sufficient. Possibly the two game year fortress start should be reduced to 18 months?
Title: Re: Shadow empires
Post by: Prudent Viper on September 24, 2014, 03:12:19 pm
You started as a Hero, correct? Interesting skillset. So, bogeymen got you? Ouch!

I agree with the time reduction. A year is too short, but two years is too long. May I also suggest that the adventurer period be reduced to a month? Thirty days is enough to make your mark on the world if you don't waste time, but ninety allows you too much time. The game could get dragged down in waiting for people to finish.

What's your stance in danger rooms/crab wrestling/grinding? Personally I think we shouldn't allow it, but it's your call.

Embark rules. IE, won't we end up with a LOT of Good or Calm embarks?
Also, can we have a minimum distance from another player fortress for new embarks. Five squares, perhaps?

 
Title: Re: Shadow empires
Post by: ptb_ptb on September 24, 2014, 03:28:05 pm
I agree with the time reduction. A year is too short, but two years is too long.
Yeah, generally I'll be asking for votes and such, but I think the amount of stuff I was about to get is a bit unbalanced. So for now I'll say 1 year 6 months for fortress building stage.

Quote
May I also suggest that the adventurer period be reduced to a month? Thirty days is enough to make your mark on the world if you don't waste time, but ninety allows you too much time. The game could get dragged down in waiting for people to finish.

I'll do some personal testing on that myself. Two years fortress mode took me one day; I'll see how long 30 days of adventurer mode takes (if I can survive that long).

Quote
What's your stance in danger rooms/crab wrestling/grinding? Personally I think we shouldn't allow it, but it's your call.
Dangerrooms in your player fortress to train your adventurer?
As for grinding adventurer skills I'll see how well I can manage without doing that tomorrow.

Quote
Embark rules. IE, won't we end up with a LOT of Good or Calm embarks?
I had the default balance in my world gen. I'm open to negotiation on changing that, but I think world gen tweaks should wait until we've decided on what size world we want to start with.

Quote
Also, can we have a minimum distance from another player fortress for new embarks. Five squares, perhaps?

I was thinking about requiring each player (clan) to pick a different dwarf civilization for their fortress and start near(ish) that civilization.  5 squares gap on the world map sounds reasonable to me though.

+-+-+-+-+-+-+-+-+-+-+-+-+-+

[EDIT] Second post updated. Latest changes in italic.
Title: Re: Shadow empires
Post by: Prudent Viper on September 24, 2014, 08:23:41 pm
Danger rooms in Fortress mode, I mean. Also, what I meant about embarks is that everyone will just pick really easy/uninteresting places to settle because that gives them the most time to prepare an adventurer. Fortress layout will be samey too. There's not much to do about that, other than encouraging players to create distinctive embarks/fortress as a matter of pride.
Title: Re: Shadow empires
Post by: ptb_ptb on September 24, 2014, 09:54:35 pm
Danger rooms in Fortress mode, I mean. Also, what I meant about embarks is that everyone will just pick really easy/uninteresting places to settle because that gives them the most time to prepare an adventurer. Fortress layout will be samey too. There's not much to do about that, other than encouraging players to create distinctive embarks/fortress as a matter of pride.

I don't think people will have enough time to be messing around with dangerrooms for the fortresses in the first round. And, personally, my fortress survival rate for the first two years isn't big enough to care much about pride. :P I think we can safely leave that to individual discretion.
Title: Re: Shadow empires
Post by: Timeless Bob on September 25, 2014, 04:25:32 am
Ah, we'll already be having a different setup, since my first three or so years usually is to set the site up for a max population of 500 or so, with rooms, eating areas, redundant farms (in case of FB or tantrum), ect...

With a well-trained militia and plenty of trained warbeasties, it should be more difficult for some adventurer from a rival clan to traipse up and take over my sites.  Quantity has a certain quality all its own, after all.
Title: Re: Shadow empires
Post by: Prudent Viper on September 25, 2014, 04:49:11 am

With a well-trained militia and plenty of trained warbeasties, it should be more difficult for some adventurer from a rival clan to traipse up and take over my sites.  Quantity has a certain quality all its own, after all.

Ah, now there's a reason to settle in a terrifying biome. Legendary axe dwarf thrall guards, anyone?
Title: Re: Shadow empires
Post by: ptb_ptb on September 27, 2014, 06:13:04 am
Hey folks. Just a quick note to say I haven't forgotten this thing. :P

I've been getting some experience in adventure mode to see how practical things are and also trying to work out what triggers bugs that crash the game (http://www.bay12games.com/dwarves/mantisbt/view.php?id=8362). Vital stuff, I assure you. ;)

[EDIT] OK, things are a bit clearer now. First off, nobody use this bug! (http://www.bay12games.com/dwarves/mantisbt/view.php?id=7398). Lol. Seriously, though, it's a bit gamebreaking.

Apparently if you succeed in your claim the game informs you with a pop-up telling you that you and your group are now in control of this site. Also when you also ask any NPC about the local ruler and they'll say that you rule this site.  Each site you try to claim will generate a new 'random group name' for your efforts. If you ask about groups interested in the site your new group will be listed as "vying for control". To succeed you need to chase the old leader out of town. I guess killing him would also work, but will get you a terrible reputation. You might start getting attacked on sight.

P.S. Can I get a tie breaker on the world size, please? :)
Title: Re: Shadow empires
Post by: ptb_ptb on September 28, 2014, 08:58:56 am
Decisions on 'exploity stuff'.

Having read a bunch more in the adventurer forum I've got a better idea of what people get up to out there.

Bluud is for wampires. Please stick to water or booze while quenching your thirst (unless, you know, you are trying to catch vampirism). 'Pick up water' is also an exploit, IMO.

Backpacks aren't waterskins. Please transport water in waterskins, flasks, leather bags, buckets or (if you can carry them) barrels. Filling backpacks or cloth bags with water doesn't really make sense.

Training is fine, but no macros. If you want to spend all day wrestling crabs by the sea shore I'm not going to stop you. But you should have to suffer the boredom and carpal tunnel damage of doing it the hard way. :P
Title: Re: Shadow empires
Post by: Prudent Viper on September 28, 2014, 09:26:12 am
Wait, blood is not allowed? Really? Ok...
What about butchering sentients, then? Seems a bit weird if I can eat a dwarf's heart but not its blood.

I'm not sure why you're adding these rules, thirst is not really hard to deal with. Just drink three times at every river and you're set. Not that I'm disputing your authority, just wondering.
Title: Re: Shadow empires
Post by: ptb_ptb on September 28, 2014, 09:55:01 am
The blood thing is mostly for realism. It's no big deal, but drinking blood on it's own causes health problems and more than a cup or two will make you throw up.

It's also one of the things I saw happening more than a few times in adventurer reports, and for some reason it bugged me.
Title: Re: Shadow empires
Post by: Prudent Viper on September 28, 2014, 10:28:16 am
Huh, I never knew that. I just researched it, and yes, other than the obvious problems (Aids and other diseases transmitted through bodily fluids) it does bring a lot of other health concerns mainly because of its high iron content. Haemochromatosis is what it's called, and it can cause "liver damage, buildup of fluid in the lungs, dehydration, low blood pressure, and nervous disorders."

I also found out that vampires exist, or at least a fairly large cult minority that drink each other's blood. People are strange.
http://en.wikipedia.org/wiki/Vampire_lifestyle

(Also, if we're stuck on a tie regarding world size, I'll change mine from Medium to Rectangular)
Title: Re: Shadow empires
Post by: ptb_ptb on September 28, 2014, 10:40:18 am
(Also, if we're stuck on a tie regarding world size, I'll change mine from Medium to Rectangular)

Cool! Voting is locked, rectangular wins. :)

I've been doing a 'trial run' with a single adventurer and it's proven pretty darn tricky to actually take over a site without cheating (http://www.bay12games.com/dwarves/mantisbt/view.php?id=7398). In fact I haven't actually managed it yet, although I think I nearly got there a few times.

30 game days for the adventurer phase seems like it will be long enough. I only played as long as 8 game days in the trial run before giving up.

So I think we're getting close to think about starting.  Before we do, though ...
Title: Re: Shadow empires
Post by: ptb_ptb on September 28, 2014, 10:48:53 am
WORLDGEN REQUESTS

Anybody who is interested in taking part in this game, here is your chance to request various parameters for the world gen. So far we have:

* Rectangular world (257 x 129)
* At least 7 living dwarf civilizations at game start

I would prefer a elevation variance of 900, as that gives mountain slopes that are easy for dwarves to walk over.

Feel free to do your own world gen trials to test various parameters and you can supply actual world files that you would like to have used as well.
Title: Re: Shadow empires
Post by: pisskop on September 28, 2014, 10:56:50 am
Spoiler (click to show/hide)

This results in 2-4 dwarf civs (+1 species in my world) on average, at least one of which are usually guaranteed to be maimed or weakened.  Taking my favorite parts from that

-many evil sites (=<900 small and medium evils tiles)
-unless we are purposely running long worldgen, many beasts
-less vampires
-Bogeymen (really guys, no excuse for not having a companion in this version)
-lessened mineral count
-super high erosion, no periodic erosion.
Title: Re: Shadow empires
Post by: ptb_ptb on September 28, 2014, 11:08:40 am
If you like many beasts, maybe something like ...

   [BEAST_END_YEAR:100:85]

?

Worldgen seems to end well before 300 on your settings anyway.
Title: Re: Shadow empires
Post by: pisskop on September 28, 2014, 11:09:33 am
If you like many beasts, maybe something like ...

   [BEAST_END_YEAR:100:85]

?

Worldgen seems to end well before 300 on your settings anyway.
oh it is set to -1.  No checking on mine.  But I try to add more in.

I mean yes, thats okay.
Title: Re: Shadow empires
Post by: ptb_ptb on September 28, 2014, 11:11:16 am
What about 
[CULL_HISTORICAL_FIGURES:1]
?
From the wiki that would slow down initial world generation, but reduce memory use and make save / load quicker. Could be useful for those of us with less than stellar computers.

Your elevation numbers look OK to me, btw.

Quote
-super high erosion, no periodic erosion.
Is that why there isn't much in the way of mountains?
Title: Re: Shadow empires
Post by: Prudent Viper on September 28, 2014, 11:35:08 am
A bit of a strange request, but can we have:
  [CAVERN_LAYER_COUNT:3]
   [CAVERN_LAYER_OPENNESS_MIN:100
   [CAVERN_LAYER_OPENNESS_MAX:100]
   [CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]
   [CAVERN_LAYER_PASSAGE_DENSITY_MAX:0]

This turns every cavern layer into a huge open space, rather than a million 1x1 tunnels. Not only would this setting be a great deal more attractive for adventurer exploration (Much harder to get lost), it's also a lot easier to manage in Fortress mode.
Also, can we have the end year not be a round number? e.g. 186 or 203. Again, just personal taste. I just find it more immersive that way.

Site Cap set to -1 is just asking for trouble.
Title: Re: Shadow empires
Post by: pisskop on September 28, 2014, 11:39:55 am
Quote
-super high erosion, no periodic erosion.
Is that why there isn't much in the way of mountains?

By all means, do whatever helps people.  I want the evil, and I prefer the narrower, higher mountains.

--

AFA - erosion.

Yes and no.  there are less mountains because I personally prefer weakened dwarves.  While a high erosion will take away a few mountains, the mountain peaks protects them some.  A more effective way to add or subtract mountains it to make them never appear via the weighted elevation frequency.

What erosion will also do is create more lakes and rivers, to note.  But rivers are also governed by 'preferred river' numbers.

Taking
Quote
   [ELEVATION_FREQUENCY:3:5:25:65:4:1]
adding more to the last two numbers (higher 'high elevation' weights) will add more mountains.  And for more random mountain-lets, a lower elevation mesh size will create more randomized topographic maps, making the shoreline and mountains more random.

---

I do approve of higher cavern openness, although I dont think Ive ever seen max (100) openness.
Title: Re: Shadow empires
Post by: ptb_ptb on September 28, 2014, 11:41:04 am
A bit of a strange request, but can we have:
  [CAVERN_LAYER_COUNT:3]
   [CAVERN_LAYER_OPENNESS_MIN:100
   [CAVERN_LAYER_OPENNESS_MAX:100]
   [CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]
   [CAVERN_LAYER_PASSAGE_DENSITY_MAX:0]

I'm no fan of the lots of twisty tiny passages thing, but what would a compromise look like? Say

  [CAVERN_LAYER_COUNT:3]
   [CAVERN_LAYER_OPENNESS_MIN:85
   [CAVERN_LAYER_OPENNESS_MAX:100]
   [CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]
   [CAVERN_LAYER_PASSAGE_DENSITY_MAX:15]

Here's an example of OPENNESS 75 DENSITY 25
Spoiler (click to show/hide)

Yes and no.  there are less mountains because I prsonally prefer weakened dwarves.

I've no problem with weakened dwarves as such. It's just that I was thinking it would be nice to have a different dwarf civilization for each 'clan/player'. So I'd like to have a few more than 4 dwarf civilizations if possible. If the majority of players are against me, though I'm easy.
Title: Re: Shadow empires
Post by: Prudent Viper on September 28, 2014, 12:06:51 pm
That looks good to me, ptb.

It's fairly easy to get the correct number of dwarf civs if you want them. From what I understand, when world gen makes civs it places one of each entity in a random order and then does the same again if it still has more entities to create. Therefore, in order to guarantee the correct number of dwarven civilisations you'd have to set total civ number to a least 35.

If that's true, then it seems strange that you're only getting 4-5 dwarf civs with a setting of 45. Especially since reduced mountain number doesn't weaken dwarves as much as it used to, thanks to hillocks.
Title: Re: Shadow empires
Post by: ptb_ptb on September 28, 2014, 12:11:12 pm
Also, can we have the end year not be a round number? e.g. 186 or 203. Again, just personal taste. I just find it more immersive that way.

Fine by me. For the moment, how about:

   [END_YEAR:162]
   [BEAST_END_YEAR:103:85]

If that's true, then it seems strange that you're only getting 4-5 dwarf civs with a setting of 45. Especially since reduced mountain number doesn't weaken dwarves as much as it used to, thanks to hillocks.

*Shrug* Maybe pisskop's worldgen is so evil that most of the dwarf civs are killed off early. I'll experiment some.
Title: Re: Shadow empires
Post by: pisskop on September 28, 2014, 12:12:44 pm
If that's true, then it seems strange that you're only getting 4-5 dwarf civs with a setting of 45. Especially since reduced mountain number doesn't weaken dwarves as much as it used to, thanks to hillocks.

*Shrug* Maybe pisskop's worldgen is so evil that most of the dwarf civs are killed off early. I'll experiment some.
Most likely its the savagery.  But evil consuming whole oceans and mountains wont help.
Title: Re: Shadow empires
Post by: ptb_ptb on September 28, 2014, 01:05:39 pm
New poll!

I tweaked the savagery down a bit and made a couple of other small changes. In three runs I got
6 civilizations
5 civilizations
then
3 civilizations.

The worldgen I'm using now is:
Spoiler (click to show/hide)

Feel free to continue to make suggestions on changes to any parameter there.
Title: Re: Shadow empires
Post by: pisskop on September 28, 2014, 01:06:54 pm
I will humbly back out if you all wish to play.
Title: Re: Shadow empires
Post by: ptb_ptb on September 28, 2014, 01:15:08 pm
I will humbly back out if you all wish to play.
Eh, no need for anybody to back out. 

Either we'll have more turns or have more than one player per civilization (if we need to). No big deal either way.

We're just talking preferences here.
Title: Re: Shadow empires
Post by: Prudent Viper on September 28, 2014, 01:46:43 pm
We can always justify it as a civil war/factional schism. This mean we're starting soon? Are all the kinks worked out?
Title: Re: Shadow empires
Post by: ptb_ptb on September 28, 2014, 01:54:08 pm
This mean we're starting soon? Are all the kinks worked out?
Oh there are a few more things I'd like to consult on and decide. But I guess, pretty soon.

Sneak preview:
Spoiler (click to show/hide)

People reading this who haven't used an adventurer to take over a site - I suggest you do a 'test run' and see how easy it is (without cheating). I didn't quite manage it myself. :P
Title: Re: Shadow empires
Post by: Timeless Bob on September 28, 2014, 02:42:05 pm
I usually edit the raws to make dwarven civs naturally tolerate and start in all the biomes that the goblins do - that helps the dwarves not be passed over when the race sorting begins.

(I believe the way it works right now, the program increments to a race, generates some random number of X and Y and compares that biome against what the race requires.  If the biome fits, the race is placed and the program moves down to the next race on the list as well as decrementing the number of races to still be placed.  If the biome requirements are not fit, the race is "skipped" and the process repeats again with the next race on the list.  This goes on until the number of races has been fulfilled.  So: dwarves have a very specific biome requirement while goblins and humans have a much wider one, therefore the dwarves aren't picked during the race placement nearly as often statistically.)

However, I usually also make "Playable Race Required: 0", because that allows some adventurer and dwarf races to die out during world gen and keeps that one hamlet from surviving massive pillages for two-hundred years for no reason other than it's on the "playable civ" list.
Title: Re: Shadow empires
Post by: ptb_ptb on September 28, 2014, 03:00:32 pm
I usually edit the raws to make dwarven civs naturally tolerate and start in all the biomes that the goblins do - that helps the dwarves not be passed over when the race sorting begins.

Dwarves use the new EXCLUSIVE_START_BIOME tag to start their setting point, but nearby dwarven hillocks can be in most biomes except desert, swamp and tundra, right? (Just peeked at the wiki ;). I don't see why they couldn't have [SETTLEMENT_BIOME:FOREST_TAIGA] in there for a start. I also tried tweaking the biome support numbers up a bit.

entity_default.txt
[ENTITY:MOUNTAIN]
...
   [EXCLUSIVE_START_BIOME:MOUNTAIN]
   [SETTLEMENT_BIOME:ANY_FOREST]
   [SETTLEMENT_BIOME:MOUNTAIN]
   [SETTLEMENT_BIOME:ANY_GRASSLAND]
   [SETTLEMENT_BIOME:ANY_SAVANNA]
   [SETTLEMENT_BIOME:ANY_SHRUBLAND]
   [SETTLEMENT_BIOME:FOREST_TAIGA]
   [BIOME_SUPPORT:ANY_FOREST:2]
   [BIOME_SUPPORT:MOUNTAIN:4]
   [BIOME_SUPPORT:ANY_GRASSLAND:2]
   [BIOME_SUPPORT:ANY_SAVANNA:2]
   [BIOME_SUPPORT:ANY_SHRUBLAND:2]
   [BIOME_SUPPORT:ANY_RIVER:2]
   [BIOME_SUPPORT:FOREST_TAIGA:2]

Quote
However, I usually also make "Playable Race Required: 0", because that allows some adventurer and dwarf races to die out during world gen and keeps that one hamlet from surviving massive pillages for two-hundred years for no reason other than it's on the "playable civ" list.
I don't see that that change would cause any problems.

I'll see what those changes do to the number of dwarf civilizations surviving. Maybe do some more tweaks if they are still low.

[EDIT] Well, that went well. Got 7 dwarf civilizations on the first run through (might just be coincidence).  Pisskop will be pleased to know the world was still swamped with evil. :P
Title: Re: Shadow empires
Post by: pisskop on September 29, 2014, 09:31:17 am
However, I usually also make "Playable Race Required: 0", because that allows some adventurer and dwarf races to die out during world gen and keeps that one hamlet from surviving massive pillages for two-hundred years for no reason other than it's on the "playable civ" list.

ohh?  Does this only apply to dwarves, or do humans also full under this?

I have a human race with one hamlet and one tomb to their name.  Id regen this world in a heartbeat if thats the reason.

---
Speaking of regen.  Ill edit the worldgen prams into something that produces 7 civs and run it if you give me how long and any raw changes you want.
Title: Re: Shadow empires
Post by: ptb_ptb on September 29, 2014, 10:04:40 am
I think we're OK for dwarf civilization numbers now. I'm probably not going to get anything done today, will be working on the next lot of stuff tomorrow. Assuming all goes well, start game one or two days after that.

[EDIT] OK, maybe I will get a little done.

* I think I'll drop the 'syndrome' thing. It could be cool, but on reflection I think it will be too fiddly to get up and running properly.
* I'm going to go for 7 dwarf civilizations. I don't think I'll need any additional changes to the worldgen.
* I'm going to include the Plant Bugfix/Minor Mod (http://www.bay12forums.com/smf/index.php?topic=141440.0) unless people have something against it. SPEAK UP NOW if you do. ;)
* I'm allowing dwarves to make loincloths.

What I'm going to do now is make a 'clean copy' of Dwarf Fortress 0.40.13, make the minor mods mentioned previously, and do some worldgen runs. I will probably put up some map images and worldgen files for people to consider.
Title: Re: Shadow empires
Post by: ptb_ptb on September 29, 2014, 01:42:15 pm
However, I usually also make "Playable Race Required: 0", because that allows some adventurer and dwarf races to die out during world gen and keeps that one hamlet from surviving massive pillages for two-hundred years for no reason other than it's on the "playable civ" list.

Just to note, that when I used "Playable Race Required: 0" Dwarf Fortress would crash during world gen* about one out of every three times (http://www.bay12games.com/dwarves/mantisbt/view.php?id=8375). So I'm not doing that anymore. :P

* Technically, after world gen - during saving results of world gen.

Pick your favorite world

World 1 http://dffd.wimbli.com/file.php?id=9823

BIG world map. This world has four mountain ranges with dwarf civilizations on them, including a really big mountain range near the middle of the map.
Spoiler (click to show/hide)

World 2 http://dffd.wimbli.com/file.php?id=9822

This world map also has four mountain ranges, but they all ended up on the right hand side of the world. One interesting feature  is the 'dark pits' areas right in the middle of the largest mountain range.
Spoiler (click to show/hide)

If you want to run some world gens yourself let me know - you'll need to make a few changes to the files on your DF.
Title: Re: Shadow empires
Post by: Timeless Bob on September 29, 2014, 05:10:17 pm
If you're doing some raw changes, I found that people would get odd results from adding their own raws (or just playing without them, as I suspect happened in the Natural History Museum game), so zipping up a save of the modded game including graphics pack and mods then posting a link to that entire package might be a good idea.
Title: Re: Shadow empires
Post by: ptb_ptb on September 30, 2014, 02:42:28 am
If you're doing some raw changes, I found that people would get odd results from adding their own raws (or just playing without them, as I suspect happened in the Natural History Museum game), so zipping up a save of the modded game including graphics pack and mods then posting a link to that entire package might be a good idea.

If they have been altering the raws in the save game (for example, to use ascii vs pheobus graphics or similar) that could be problematic, yes. They should be OK if they can follow instructions as per the If you want Phoebus' Graphics Set version of the world files section above. [EDIT] But, yeah, it can be a pain in the butt. :P

P.S. Second post in thread updated.
Title: Re: Shadow empires
Post by: ptb_ptb on October 01, 2014, 02:51:32 am
Any more votes for the world choice poll? I'll give everyone interested in this thread 9 more hours to put their opinion in, otherwise I shall declare world 2 the winner.
Title: Re: Shadow empires
Post by: Timeless Bob on October 01, 2014, 04:55:22 am
I vote for world two a second time!
Title: Re: Shadow empires
Post by: ptb_ptb on October 01, 2014, 09:56:07 am
I'm just doing a 'crash test'. I retired an adventurer in a player fortress then unretired the fortress. Didn't use LAIR.

First thing I noticed - the fortress is flooded with friendly and hostile dwarves and merchants.

If it doesn't crash or suffer massive FPS lag in a couple of months, ... it's a good sign. :P

[EDIT] Well, I tested a few things - nothing much bad happened. I think we're ready to go.
Title: Re: Shadow empires
Post by: ptb_ptb on October 01, 2014, 12:24:01 pm
TAKE YOUR PLACES!

Step 1. Choose a cool name for your clan.
Step 2. Pick a dwarven civilization from the following list.

First come, first served! If there are more than seven people interested, they will get a go in the NEXT round of fortress building. The first person to select a clan name and kingdom will go first in the Fortress Building turn.

Civilizations on offer

(http://imagr.eu/up/542c35ddb4e41_Civilization1TheOrderedBust.png) (http://imagr.eu/up/542c35ddb4e41_Civilization1TheOrderedBust.png)

1. The Ordered Bust Taken! - Prudent Viper



(http://imagr.eu/up/542c36d8aa50f_Civilization2TheBeautifulConstructs.png) (http://imagr.eu/up/542c36d8aa50f_Civilization2TheBeautifulConstructs.png)

2. The Beautiful Constructs



(http://imagr.eu/up/5443ee9f2d049_Civilization3TheGlovedKey.png) (http://imagr.eu/up/5443ee9f2d049_Civilization3TheGlovedKey.png)

3. The Gloved Key Taken! - ptb_ptb



(http://imagr.eu/up/54438467173be_Civilization4TheNorthWorks.png) (http://imagr.eu/up/54438467173be_Civilization4TheNorthWorks.png)

4. The North Works Taken! - Timeless Bob



(http://imagr.eu/up/5438efa4875a4_Civilization5TheCooperativeCastle1.png) (http://imagr.eu/up/5438efa4875a4_Civilization5TheCooperativeCastle1.png)

5. The Cooperative Castle Taken! - pisskop



(http://imagr.eu/up/542c3859dfe73_Civilization6TheWindyYellowGirders.png) (http://imagr.eu/up/542c3859dfe73_Civilization6TheWindyYellowGirders.png)

6. The Windy Yellow Girders



(http://imagr.eu/up/542c389de0c24_Civilization7TheTorchesOfLand.png) (http://imagr.eu/up/542c389de0c24_Civilization7TheTorchesOfLand.png)

7. The Torches of Land Taken! - PsychoAngel
Title: Re: Shadow empires
Post by: pisskop on October 01, 2014, 12:27:30 pm
05 Coop Castle
Title: Re: Shadow empires
Post by: ptb_ptb on October 01, 2014, 12:29:50 pm
05 Coop Castle

'Coop Castle' is going to be your clan name?
Title: Re: Shadow empires
Post by: pisskop on October 01, 2014, 12:31:26 pm
05 Coop Castle

'Coop Castle' is going to be your clan name?
Its catchy,

Come and get your CCs while they last.
Title: Re: Shadow empires
Post by: ptb_ptb on October 01, 2014, 12:32:44 pm
Haha, OK. CC is yours.

Do you use Phoebus' Graphics Set, vanilla ascii or something else?
Title: Re: Shadow empires
Post by: pisskop on October 01, 2014, 12:33:36 pm
Haha, OK. CC is yours.

Do you use Phoebus' Graphics Set, vanilla ascii or something else?
We should all use ascii, Number1 tileset.
Title: Re: Shadow empires
Post by: Prudent Viper on October 01, 2014, 12:37:31 pm
I'll take 01, The Ordered Bust

Clan name: Proudfoot
Title: Re: Shadow empires
Post by: ptb_ptb on October 01, 2014, 12:41:02 pm
We should all use ascii, Number1 tileset.
You're slightly too late to suggest that, but I can do you an ascii save file for the start.

OK, pisskop, here is your save file:

http://dffd.wimbli.com/file.php?id=9834

Your mission is to build up equipment and resources useful for an adventurer while keeping your fortress* alive for 1 and a half years. You have one real week to do this. If your fortress falls, you fail this round but can try again next fortress building round. Let us know how it goes. :)

* Your fortress should have The Cooperative Castle as its home civilization.

[EDIT] Second post of thread updated.
Title: Re: Shadow empires
Post by: Timeless Bob on October 01, 2014, 11:57:54 pm
I claim The North Works in the name of "Clan MacDuff" (We're the REAL DEAL, laddie!)
Title: Re: Shadow empires
Post by: ptb_ptb on October 02, 2014, 02:29:36 am
I claim The North Works in the name of "Clan MacDuff" (We're the REAL DEAL, laddie!)

You got it!

(http://imagr.eu/up/542cfec9cdeb5_macduff.png) (http://imagr.eu/up/542cfec9cdeb5_macduff.png)
Title: Re: Shadow empires
Post by: Timeless Bob on October 02, 2014, 07:51:44 pm
Aye!  Very dwarfy, that!
Title: Re: Shadow empires
Post by: ptb_ptb on October 05, 2014, 03:35:30 am
Pisskop, are you skipping your turn?
Title: Re: Shadow empires
Post by: pisskop on October 05, 2014, 06:06:38 am
Oh, are we ready to go?

---

Ahh, I missed the edit for the savefile :/ So, for clarification,

I make fort within 5 worldtiles (as opposed to region tiles.
I makes shinies for my own adventuerer
I dont have to worry about raiders.
I take over dwarven site using said shinies.
Title: Re: Shadow empires
Post by: ptb_ptb on October 05, 2014, 06:17:30 am
Oh, are we ready to go?

---

Ahh, I missed the edit for the savefile :/ So, for clarification,
Ouch. I did send you a pm, but I guess you missed that too.

[EDIT]Crap! I thought I sent you a pm, but it isn't in my sent items folder. :( Sorry.
[EDITx2] Ah, it seems I accidentally sent you an EMAIL instead of a MESSAGE. It probably went straight to spam.

I've given you an extension to the 12th October. :)

I make fort within 5 worldtiles (as opposed to region tiles.
I makes shinies for my own adventuerer
I dont have to worry about raiders.
I take over dwarven site using said shinies.

No, yes, sorta and not yet.

Your fortress needs to be at least 5 world tiles from any other player fortresses. Which means nothing to you, because there are no other player fortresses.

I don't think other players should be allowed to **** up your fortress, but I think it's more interesting to play with
[INVADERS:YES]
if that's what you meant.

Everybody get 1 and a half game years, in turn, to make their shinies in their fortress. Then everybody starts from the same save file and makes an adventurer who tries to take over as many dwarven sites as possible. By 'take over a site' I mean you get the pop up in adventurer mode that tells you you now control the site, and not lose it later. Your reign of terror should be clearly seen in legends mode after you finish. :)
Title: Re: Shadow empires
Post by: pisskop on October 05, 2014, 07:54:56 am
omg I found a savage tropical jungle / savage tropical hills / terrifying tropical ocean / minor river embark! squeee~

I wont take it, of course, but its . . . it has shallow metal and shallow metals, flux, and deep metals.  and not too bad with the coastline too.  Sometimes the amount of sand on the shore is ridiculous.

Title: Re: Shadow empires
Post by: ptb_ptb on October 05, 2014, 08:02:38 am
Dooo iiiit. :P
Title: Re: Shadow empires
Post by: pisskop on October 05, 2014, 10:14:08 am
I am dissappoint.  I not only found out the undead arent the native lifeforms, but I also seem to have found a way around the aquifer.  Or it was never there an I misread the hills biome.

Was a cloud though, that almost engulfed my wagon.
Title: Re: Shadow empires
Post by: pisskop on October 07, 2014, 03:15:40 pm
Hey ho, boys and girls.

Just hit the first of summer.  I lost one dog and another is maimed.  No clue what the cloud does, and I pierced the caverns, although I have no official path to them yet.  Inside . . . funtimes . . . I think.  I have a hero croc, or think I do.  He murderated a tribe of amphibian men with relatively small injuries.  A second tribe took refuge in a mushroom.

Spoiler (click to show/hide)

And in world news, look at the most populated civ on Earth!
Spoiler (click to show/hide)

Yup, a very vertical goblin civ named The Ultimate Sin boosts the largest population.  Led by Moistenlords the Bottom of Slugs, they have achieved true parody!


---

So of this game turns out well I would be interested in a 'raiding game' where we build forts for the purpose of killing other people's adventurers.  We would be required to produce a certain amount or quality of goods (maybe one kind for the purpose of judging wealth) and guard it either with abandoned forts or retired forts (I would consider replacing ll civs with dwarves of varying ethics)
Title: Re: Shadow empires
Post by: Prudent Viper on October 07, 2014, 03:19:41 pm
I lost one dog and another is maimed.  No clue what the cloud does
I think you just found your test subject...
Title: Re: Shadow empires
Post by: ptb_ptb on October 07, 2014, 04:13:14 pm
Thanks for the update, pisskop, keep us posted. :)

Quote
So of this game turns out well I would be interested in a 'raiding game' where we build forts for the purpose of killing other people's adventurers.

I had a somewhat similar idea with monsters instead of / as well as treasure.
http://www.bay12forums.com/smf/index.php?topic=143350.msg5633402#msg5633402

It didn't spark enough interest that time, but maybe your idea will have better luck.
Title: Re: Shadow empires
Post by: Timeless Bob on October 07, 2014, 05:51:39 pm
Quote
a 'raiding game' where we build forts for the purpose of killing other people's adventurers.  We would be required to produce a certain amount or quality of goods (maybe one kind for the purpose of judging wealth) and guard it either with abandoned forts or retired forts (I would consider replacing ll civs with dwarves of varying ethics)

I was just considering this.  Replace every other race with dwarves, but substitute the original race's biome start/tolerates and ethics the same as they were - it would make "fortress mode" more varied to say the least, as well as keep you on your toes when you try to trade wooden gear to the Forest Dwarves.

In adventure mode, the Forest Dwarves ability to be "friendly to animals" might come in handy if assaulting another civ's war-animal heavy sites...  yeah, this could be fun.

One idea is to set it up to "count coup" rather than killing the other adventurers - knock them out and remove an ear or a finger, an eye, ect... as a trophy but leave them alive.  Heroes could carry around grisly trophies in their bags of previously defeated enemies.  The champion who has trophies from the most number of other champions has the "highest glory".  (Should make for some interesting stories of revenge and ongoing feuding.)

Oooh... Only one 'species' of dwarf (or maybe two if you count kobold-dwarves) would be trapavoid... OK, that's seriously gonna be some fun.  (putters off to change the RAWS in a copy of 40.13...)

Update:

hmmm...  looks like multiple species titled "DWARF" confuses the game into crashing.  Looks like I'll just have to make all the civs different races but "civ_controllable" instead... (I think there's a mod for that already...)

... got distracted by the "ooo shiney" of making a 3D map of my Nat History Museum.  How's things coming along, pisskop?
Title: Re: Shadow empires
Post by: pisskop on October 10, 2014, 01:37:24 pm
Good ideas, Bob.

Autumn, and the magma forges/smelters are up.  The problem is now that of resources.  We apparently did not plan to find nothing but a few chunks of galena.  We were to be swimming in copper or iron by now!

We accidentally busted into a downward passage, of all things), and a reacher decided to climb up and play with a miner.  When the miner played back it turned into a vomit-fest, but ultimately my budding military arrived to find the unconscious miner victorious.

---

So yea, between adventure mood and this Im noticing that creatures do collapse from bruises and scraps.
Title: Re: Shadow empires
Post by: pisskop on October 10, 2014, 03:57:52 pm
Late Winter, 0162

   -Forging is going, albiet slowly.  we we able to mine some metal laced ores and through unified effort send them to the forge.  We have 6 months to finish our work, although a full set of weapons has already been forged, in addition to some quality helmets.

   -We traded for some rope last season, and hooked up some sentries by the water.  When the cloud came, the puppies reported the bad news.
Spoiler (click to show/hide)
So, its not like we have infinite training, but we do have a source of beef.  Possibly a decontamination chamber could be constructed and a training depot built off this?

   -Do note that the cloud is restricted to one urist in height, and only plagues the ocean.

   -a Forgotten beast came by, but we had all the holes sealed up.  It was burning something, and there are reports of mini-quakes.  Cave-ins, essentially.  Probably caused by fire.

   -A miner was lost digging out the river cistern.  Though its funny, we sent a few topside to collect plants, and we dont need the cistern any longer.
Title: Re: Shadow empires
Post by: pisskop on October 10, 2014, 06:29:31 pm
All that smoke?  That is my military being vaporized like so many Giant olms and Cave crocs before them.
Spoiler (click to show/hide)

 . . . well then.  Apparently one of my dwarves used a wooden floor hatch they shouldn't have and . . . the FB that was setting fire to the caverns got out.  Plus side?  I have plenty of armor and weapons for picking at my leisure.  Down side?  My companions will likely be worldgen stock and this fort is dead.

Do I also play my adventurer out, or pass it on?

----

Make it Stop.
Spoiler (click to show/hide)
Seriously.  Make the appointment spam stop.

So, my very first lost fortress this version.  Why so much spam, Toads?
Title: Re: Shadow empires
Post by: pisskop on October 10, 2014, 06:50:51 pm
http://dffd.wimbli.com/file.php?id=9897

WoundGuard, we hardly knew yee.


Don note:  I have included the most recent exports required by Legends Viewer, and tucked them into the save file, in their own folder.
Title: Re: Shadow empires
Post by: ptb_ptb on October 10, 2014, 11:01:38 pm
Thank you for your report, the ruins on Woundguard will remain as a warning to others. May Coop Castle's next venture prove more successful. I will check the legends left behind. Did you get the description of the Forgotten Beast?

Prudent Viper, you're up next. Pisskop's save file is in traditional ascii graphics, if you're fine with that you can start your fortress from there directly (http://dffd.wimbli.com/file.php?id=9897). Otherwise I will convert the file to Phoebus' Graphics Set and do some tests to be sure I don't 'foul' anything up in the process.

I will take this opportunity to remind people that

The challenge of Shadow Empires awaits
if you want to take part please read the first two posts of the thread then select a civilization from this post (http://www.bay12forums.com/smf/index.php?topic=144039.msg5702814;topicseen#msg5702814). Any new players will be added after Timeless Bob, after them it will be my turn.

[EDIT] Second post of thread updated.
[EDITx2] Save file corrupt!
[EDITx3] Placed 'Woundguard' on the civilization map (http://www.bay12forums.com/smf/index.php?topic=144039.msg5702814;topicseen#msg5702814).
Title: Re: Shadow empires
Post by: Prudent Viper on October 11, 2014, 07:59:49 am
Excellent. I am absolutely fine with that. I'm in a monogamous relationship with ASCII.

I'll do my civilisation proud! Or kill them all off. Y'know, one or the other.
Title: Re: Shadow empires
Post by: ptb_ptb on October 11, 2014, 08:18:21 am
Excellent. I am absolutely fine with that. I'm in a monogamous relationship with ASCII.

I'll do my civilisation proud! Or kill them all off. Y'know, one or the other.

Great. We've just got to wait for pisskop to fix the save file download. It's missing about 600 files!  :o
Title: Re: Shadow empires
Post by: pisskop on October 11, 2014, 09:59:38 am
Hi ho.  My files broked.  I suppose since the fort fell, anyhow, that you should let me mark the location on the map with a zero point embark/death or just move on.


For what it was worth, it was some horned insect thing that spat fire.  Like Shedim, I imagine.
Spoiler (click to show/hide)

Again.  I'm not entirely sure what happened, but it was my fault.
Title: Re: Shadow empires
Post by: ptb_ptb on October 11, 2014, 10:06:32 am
Hi ho.  My files broked.  I suppose since the fort fell, anyhow, that you should let me mark the location on the map with a zero point embark/death or just move on.

Er, let's see ...

* 162 Early Spring Coop Castle (pisskop) founded Woundguard in a challenging location. (http://www.bay12forums.com/smf/index.php?topic=144039.msg5711832;topicseen#msg5711832)
* 163 Mid Spring  Rushan Quakelances the Intense Eviscerator of Lakes was unwisely let loose by a foolish dwarf. The first to die was Bim Guildblaze, the rest soon followed.
* Woundguard did not survive long enough to produce a participating adventurer.
* 164 Early Summer The leaders of The Cooperative Castle, embarrassed by their venture's failure, sent an assassin back in time to kill the founder of Woundguard in 161 Late Winter. The gears of the universe grind as time rewinds.



Prudent Viper? Here's the world save file. You may want to re-read the first two posts of the thread to refresh your memory.

http://dffd.wimbli.com/file.php?id=9834
Title: Re: Shadow empires
Post by: Prudent Viper on October 14, 2014, 09:42:54 am
Regretfully, I may have to withdraw. Something...unexpected has come up. I do apologise, gents.
Title: Re: Shadow empires
Post by: ptb_ptb on October 14, 2014, 10:20:46 am
Regretfully, I may have to withdraw. Something...unexpected has come up. I do apologise, gents.
Sorry to hear that. Would you be interested / able to come back in one or two weeks? We could postpone your turn till later.

Timeless Bob. Looks like it's your turn now. Ascii save file is here:

http://dffd.wimbli.com/file.php?id=9834

If you'd prefer to use Phoebus' Graphics Set let me know and I'll convert, test and put up a link. :)
Title: Re: Shadow empires
Post by: Timeless Bob on October 14, 2014, 05:29:00 pm
I'd definitely prefer the Pheobus graphics pack please.
Title: Re: Shadow empires
Post by: ptb_ptb on October 14, 2014, 08:34:52 pm
I'd definitely prefer the Pheobus graphics pack please.

Ha, I forgot that I already have that file. Just extract and put in the save folder of your (Phoebus' Graphics Set installed) Dwarf Fortress. Unfortunately pisskop lost his turn result so it's still a blank slate.

http://dffd.wimbli.com/file.php?id=9833
Title: Re: Shadow empires
Post by: Timeless Bob on October 14, 2014, 09:05:39 pm
No prob.  Downloading now.
Title: Re: Shadow empires
Post by: Timeless Bob on October 15, 2014, 10:03:04 pm
Aaaand finished!


Granite the 15th, Year 162
Spoiler (click to show/hide)

16th the Limestone, Year 162
Spoiler (click to show/hide)

21st the Sandstone, Year 162
Spoiler (click to show/hide)

27th the Opal, Year 162
Spoiler (click to show/hide)

8th the Obsidian, Year 162
Spoiler (click to show/hide)

2nd the Granite, Year 163
Spoiler (click to show/hide)

24th the Slate, 163
Spoiler (click to show/hide)

27th the Slate, 163
Spoiler (click to show/hide)

8th the Felsite, 163
Spoiler (click to show/hide)

13th the Felsite, 163
Spoiler (click to show/hide)

17th the Malachite, Year 163
Spoiler (click to show/hide)

18th the Malachite, Year 163
Spoiler (click to show/hide)

19th the Malachite
Spoiler (click to show/hide)

25th the Malachite, Year 163
Spoiler (click to show/hide)

27th the Malachite, Year 163
Spoiler (click to show/hide)

Galena the 15th, Year 163:
Spoiler (click to show/hide)

Spoiler (click to show/hide)
Title: Re: Shadow empires
Post by: ptb_ptb on October 19, 2014, 03:17:46 am
Whoops! I missed the 'Aaaand finished!' post.  :(

Oh my goodness! The clan MacDuff has been through a dramatic (nay, traumatic) time and still managed to survive. Congratulations to Timeless Bob for really breathing life into the battles.

I have updated the second post and put Bom Sog on the maps (http://www.bay12forums.com/smf/index.php?topic=144039.msg5702814;topicseen#msg5702814). Prudent Viper has not contacted me yet so I presume he is still too busy or otherwise engaged to take a turn now. So it's my turn now.

-=--=-=-=-=-=-=-=-=-=-=-=-=-=-

Last Chance for anybody to join in this round of the game.

After my 'fortress building' turn is complete, and Prudent Viper (if he returns), the Adventurer phase will start. Anybody who is interested should apply to take part before then.

-=--=-=-=-=-=-=-=-=-=-=-=-=-=-

I have decided to form the Clan "Iron Fist" (datan dur) in the civilization "The Gloved Key". I have up to one real-time week to survive one and a half game years, hopefully leaving useful equipment behind me. Updates to follow.
Title: Re: Shadow empires
Post by: ptb_ptb on October 19, 2014, 11:11:18 am
Short version: Technically the fortress didn't fall. :P

Spoiler (click to show/hide)

-0-0-0-0-0-0-0-0-0-

Timeless Bob - Save file (http://dffd.wimbli.com/file.php?id=9945) is ready for you. Second post of thread is updated and so is the civilization map (http://www.bay12forums.com/smf/index.php?topic=144039.msg5702814;topicseen#msg5702814)
Title: Re: Shadow empires
Post by: Timeless Bob on October 20, 2014, 01:21:47 pm
Downloading...
Title: Re: Shadow empires
Post by: ptb_ptb on October 21, 2014, 03:08:52 am
I have finished my adventures. You have up to the 27th to finish yours, then we can do the grand reveal. ;)
Title: Re: Shadow empires
Post by: PsychoAngel on October 21, 2014, 07:21:22 pm
I think I'll jump in on this, mate.
I'd like to settle in the name of the Torches of Land.
Off to bed for me for now, I'll read all of the information later. Yes, I've already read some, but not all.
Title: Re: Shadow empires
Post by: ptb_ptb on October 22, 2014, 03:29:49 am
I think I'll jump in on this, mate.
I'd like to settle in the name of the Torches of Land.

Cool beans! (70's slang of the day ;) )

I'll update the civilizations post (http://www.bay12forums.com/smf/index.php?topic=144039.msg5702814#msg5702814). You need to pick a clan name as well. You'll be first in line at the start of the next fortress building round (which will be around 27th Oct or after Timeless Bob finishes).

Would you prefer ascii tiles or Phoebus' Graphics Set?
Title: Re: Shadow empires
Post by: Timeless Bob on October 22, 2014, 11:12:36 am
I think you'll be pleasantly surprised.
Title: Re: Shadow empires
Post by: ptb_ptb on October 22, 2014, 11:38:34 am
I think you'll be pleasantly surprised.
Oh? You ready to retire your adventurer and show your hand? :)
Title: Re: Shadow empires
Post by: PsychoAngel on October 22, 2014, 03:15:06 pm
Aighty.
I suppose my clan shall be known as: "The Council of Purification."
We specialize in keeping the insane in check. Send us your exiles! We will make them hardy warriors brainwashed into thinking convinced that there is a greater purpose to be served! We shall select one of them of us to lead our people to glory!
Title: Re: Shadow empires
Post by: Timeless Bob on October 24, 2014, 03:07:25 am
I think you'll be pleasantly surprised.
Oh? You ready to retire your adventurer and show your hand? :)

No, not yet.  RL jumped up and grabbed me a bit, but you have my word that the save will be posted by 5pm on the 27th of October (Pacific Standard Time zone)
Title: Re: Shadow empires
Post by: ptb_ptb on October 24, 2014, 03:18:46 am
No, not yet.  RL jumped up and grabbed me a bit, but you have my word that the save will be posted by 5pm on the 27th of October (Pacific Standard Time zone)

Thanks. I'm on the edge of my seat* here. Literally.

* Little known fact: ptb_ptb actually knows what 'literally' means. ;)
Title: Re: Shadow empires
Post by: ptb_ptb on October 25, 2014, 09:23:11 pm
Just a quick note to say I don't intend for us to update to 0.40.14 at this time. It might be worth updating after some major bugs are fixed, but I think not yet.
Title: Re: Shadow empires
Post by: Timeless Bob on October 27, 2014, 09:38:36 pm
I'll have to concede this round: my save became corrupted by too much travel during the month-long adventure.  No worries.  Next round, Starlord MacDuff and his Army of the Lords of Beer will come out ahead once more.

(Sorry about that.)
Title: Re: Shadow empires
Post by: ptb_ptb on October 28, 2014, 03:14:42 am
I'll have to concede this round: my save became corrupted by too much travel during the month-long adventure.  No worries.  Next round, Starlord MacDuff and his Army of the Lords of Beer will come out ahead once more.

Ouch. That really is a pity.

I will remind people that I'm perfectly fine with you keeping regular backup copies of saves for use in the case of save corruption or blatant death by computer bug. Oh yes, and you can choose to retire before a game month is up.

I'll post my report and the latest save link shortly.
Title: Re: Shadow empires
Post by: ptb_ptb on October 28, 2014, 04:13:58 am
Adventurer: Led Gemrags
15th Granite, 165

My travels begin!

(http://imagr.eu/up/544f5a3fc6d48_shademp.png) (http://imagr.eu/up/544f5a3fc6d48_shademp.png)

The instant I head out on my travels the latest trading wagons to visit the fortress spontaneously expire. Shoddy trade depot construction, maybe? I am soon rather well equipped. I even have +giant cave spider silk socks+! I like the look of the +steel pick+ but I have no idea how to use it in combat. Some practise is in order.

(http://imagr.eu/up/544f5a51480ba_Shademp2.png) (http://imagr.eu/up/544f5a51480ba_Shademp2.png)

I meet Iden Godenenkos, I think she was a hammerdwarf for the failed trading mission. I ask her if she needs something to do and she gladly joins me - especially when I give her a locally made *silver warhammer* to replace her bismuth bronze one. I spend a bit of time teaching her to swim. Tekkud Roderlor also joins me, and I teach him to swim too. Iden's favorite hobby is telling me about fearsome monsters that we should fight, and then not knowing where they are.

(http://imagr.eu/up/544f5a72c876b_shademp3.png) (http://imagr.eu/up/544f5a72c876b_shademp3.png)

The *silver warhammer* soon gets some use.

(http://imagr.eu/up/544f5a861cfa6_shademp4.png) (http://imagr.eu/up/544f5a861cfa6_shademp4.png)

16th Granite, 165.

I've never got so much exercise in my life before this. It's starting to take its effect.

(http://imagr.eu/up/544f5aa3cdd55_shaemp5.png) (http://imagr.eu/up/544f5aa3cdd55_shaemp5.png)

Giant Kangeroos are about the most dangerous looking creature I've met so far. They prove little challenge. I see some weasel women. I sheath my weapons and see if they are open to peaceful dialog.

(http://imagr.eu/up/544f5ab7ad33d_shademp6.png) (http://imagr.eu/up/544f5ab7ad33d_shademp6.png)

They aren't. They also have a strange speech impediment TRANS_NAME].

Slaughtered a bunch of giant white storks.

Everything is going smoothly so far. Things can only get better.



~ END OF JOURNAL ~



18th Granite, 165
Conversation overheard in a pub.

Iden Godenenkos: ... so then that crazy fool snuck up on a pack of wild dingoes and attacked them.

Tekkud Roderlor: She looked like she had a chance for a while.

Iden Godenenkos: Yeah, but she took a hit to the stomach or something early - after that her speed and accuracy was shot to hell.

Tekkud Roderlor: Held out surprisingly long, though.

Iden Godenenkos: True. I even started to feel a little guilty about having run away the instant I saw those dingos.

Tekkud Roderlor: Not that guilty. We got her equipment after the dingos finished eating.

Iden Godenenkos: Waste not, want not, right?

(http://imagr.eu/up/544f5ada6f012_shademp7.png) (http://imagr.eu/up/544f5ada6f012_shademp7.png)
Title: Re: Shadow empires
Post by: ptb_ptb on October 28, 2014, 01:35:08 pm
Update!

Turn order for current round has been decided. It's me, Timeless Bob then pisskop. If there are any lurkers interested in joining in this would be a great time to speak up. ;) Check first two posts of thread for details.
Title: Re: Shadow empires
Post by: PsychoAngel on October 28, 2014, 08:46:27 pm
I thought I was in on this? Guess you forgot? Or is the Torches of Land not supposed to have a hero?
I'm also unfamiliar with settling for a specific civ. does it automatically set my home as the closest one? Or...?
Title: Re: Shadow empires
Post by: ptb_ptb on October 29, 2014, 02:23:06 am
I thought I was in on this? Guess you forgot?

Guilty as charged. Sorry about that. RL has been a bit overwhelming recently. You were too late for the last round, but I should have put you in the turn order fortress building for round two. Both pisskop and Timeless Bob are having busy RL as well, so I'll put you in for turn two (which will be in a day or two probably).

You select your civilization when choosing an embark site. Use TAB until it shows the list of dwarven civilizations, then up/down arrow (I think) to select the one you want for your fortress. Nobody won the first 'hero' round so everybody has one and a half game years to build a fortress (new, or reclaiming their previous fortress).

[EDIT] Due to a certain bug (http://www.bay12games.com/dwarves/mantisbt/view.php?id=8362) I have to avoid the dwarven caravan by retiring my fortress before it arrives then unretiring it again. :/ Other players may wish to make backup saves during limestone in Autumn! (probably first month of Spring and Summer as well)
Title: Re: Shadow empires
Post by: ptb_ptb on October 30, 2014, 03:51:04 am
Iron Fist fortress building turn results

Summary: Crashes happened. A lot.

Spoiler (click to show/hide)

Net gain:
* One small secret-ish project.
* One set steel armor (no breastplate).
* Lots of silver warhammers.
* One steel crossbow
* +Steel bolt [25]+
* A fortress site that is probably full of horribly corrupt data.

I've contacted PsychoAngel who is now listed as the next in line for his fortress building turn.
Title: Re: Shadow empires
Post by: PsychoAngel on October 30, 2014, 03:00:00 pm
I'm ready whenever I suppose.
Lets get this show on the road...
Title: Re: Shadow empires
Post by: ptb_ptb on October 30, 2014, 03:52:20 pm
Save file is up for PsychoAngel:
http://dffd.wimbli.com/file.php?id=9998

No big restrictions.
For one and a half game years your fortress must survive. During that time you can make equipment or other useful stuff for your adventurer to use later. Save file is for DF 0.40.13 with Phoebus' Graphics Set (if you want ascii instead, ask). Please leave at least five world-map squares between your new fortress and earlier player fortresses.

Second post of the thread is updated with turn deadline, a bit of history, and links to player posts. Timeless Bob and pisskop are down for turns after you. If any other people want to (re)join, let me know.
Title: Re: Shadow empires
Post by: PsychoAngel on October 30, 2014, 07:05:15 pm
I'll get to work on it when Im available, which is not at the moment...
I'm really sad, because I wanted to do this today.
Title: Re: Shadow empires
Post by: ptb_ptb on October 30, 2014, 07:58:08 pm
I'll get to work on it when Im available, which is not at the moment...
No problem. You've got a week, at least.
Title: Re: Shadow empires
Post by: PsychoAngel on November 03, 2014, 11:05:09 am
Sorry for holding it up, I've been busy.
Downloading the save now.
Starting turn soonish. Prob. later today. Need more sleep, I'm sick. :'(
Title: Re: Shadow empires
Post by: ptb_ptb on November 03, 2014, 02:29:51 pm
Sorry for holding it up, I've been busy.
Downloading the save now.
Starting turn soonish. Prob. later today. Need more sleep, I'm sick. :'(

I've given you an extension, to the 10th, if you need it.  The other guys seemed pretty busy and there's no point in being overly strict.
Title: Re: Shadow empires
Post by: PsychoAngel on November 03, 2014, 03:01:09 pm
Thanks, I have the save and all that, but I might not be able to start till tomorrow.
Title: Re: Shadow empires
Post by: ptb_ptb on November 06, 2014, 05:29:04 am
Just a quick note to suggest that people set
[COMPRESSED_SAVES:NO]
in the init.txt file. It may be coincidence, but one particular bug that caused crashes hasn't happened to me since I did this. (N.B. Probably will not be of any use to fortresses that have already been started)

Tentatively I'm thinking of moving to DF 0.40.15 after Dwarf Therapist supports that version.
Title: Re: Shadow empires
Post by: pisskop on November 06, 2014, 07:32:16 am
40.15 sounds grand, provided no bugs pop up.
Title: Re: Shadow empires
Post by: pisskop on November 06, 2014, 07:39:29 am
Dp
Title: Re: Shadow empires
Post by: ptb_ptb on November 06, 2014, 07:58:48 am
40.15 sounds grand, provided no bugs pop up.
I'm building a new fortress in 40.15, and will be running an adventurer. If I find any new bugs I'll report in.
Title: Re: Shadow empires
Post by: PsychoAngel on November 06, 2014, 09:05:39 pm
Cool. Sorry to have wasted so much time for my turn. Been way too busy, have the next guy in line go and I'll go after them/when I have time.
Title: Re: Shadow empires
Post by: ptb_ptb on November 07, 2014, 02:28:58 pm
Cool. Sorry to have wasted so much time for my turn. Been way too busy, have the next guy in line go and I'll go after them/when I have time.

No problem. Timeless Bob has a little time to kill, apparently.

Timeless Bob? You're up. :)

http://dffd.wimbli.com/file.php?id=9998

Same save file as before, unless you want me to update it to DF 0.40.15. (I don't recommend that, as the latest Dwarf Therapist and dfhack versions aren't out yet)
Title: Re: Shadow empires
Post by: ptb_ptb on November 19, 2014, 07:29:43 am
[EDIT] Update!

Timeless Bob is with us, and at my suggestion, he has decided to wait for 40.17 as the emotion system should be better balanced then. I think it will be out pretty soon anyway.
Title: Re: Shadow empires
Post by: PsychoAngel on November 19, 2014, 10:21:24 pm
Fills ME with emotion, this does.
I'm excited to see what will become of our competition...
Title: Re: Shadow empires
Post by: ptb_ptb on November 20, 2014, 06:34:11 am
Minor update: I have changed the save file version to DF 0.40.17 and am currently testing the save to see if everything works OK. Expect an download link for Timeless Bob later today.

[EDIT] I ran my fortress for a bit under half a game year with no new bugs found. I'll do a little more testing, then declare it good to go.

[EDITx2] Uh-oh. It seems like there is a nasty new bug that stops you from smelting ore. That's pretty much a game stopper if you want to create decent equipment for your adventurer dwarf. :(
Title: Re: Shadow empires
Post by: ptb_ptb on November 21, 2014, 05:54:54 am
So, ... DF 0.40.18 happened. :P

Here's the save file:

http://dffd.wimbli.com/file.php?id=10106

Installation instructions:

1. Install a clean copy of DF 0.40.18
2. Install Phoebus' Graphics Set
3. Extract this file in the save games directory.

Alternate save link: Windows version that Includes DF 0.40.18 with all mods pre-installed
http://dffd.wimbli.com/file.php?id=10107
Title: Re: Shadow empires
Post by: Timeless Bob on November 25, 2014, 03:11:28 am
OK, since it's my turn still, I'll quickly upload the 40.18 game file and set up my fortress using 1.5 years as before.  With The original clan-home somehow fallen (I suspect it was the lizard-things) I'll be starting a new clan home adjacent to it. (That is, if I can't just lead an expedition to reclaim the original instead.)

Long live Clan MacDuff!
Title: Re: Shadow empires
Post by: Timeless Bob on November 25, 2014, 09:47:22 pm
   Seven MacDuffs from The Mighty Clan of Beers, hale and hearty, have decided to take back the clan-home from the goblins which caused it such ruin.  With them comes six war dogs, (four bitches to whelp puppies and two males to ensure a strong bloodline.)  Those dogs will become the first line of defense from the next set of invaders to come along, be they lizard-things, goblins or otherwise!  Finally we arrive at our destination...


  Journal of Miss MacDuff Bronzecovers, Expedition Leader:
            28th of Timber, Year 166
Ach!  Such a mess we've found here, with corpses rotting in the open fields and everythng scattered hither and yon!  The entire place has been o'er turned.  What's worse is that we were greeted by a survivor of the invasion, our very own cousin Mr MacDuff Mormeng, but he did nae recognise us, such was his grief.  He shouted at us from the hill-top to leave them be, as if we were strangers come a-calling rather than his own blood come to retake the clan-home for the glory of the MacDuffs!  Miss Laborworks MacDuff also knew us not, but still she survived - while the goblins planted their flag here, it seems they only slew a few, for the rest of these seem to have surrendered, which is a mystery to be sure!

   Mr Ilral was also alive, and he came smiling to our wagon toting his crossbow - he told us that the Clan had wisely retreated before the greater force of the goblin onslaught and had but recently come back themselves to put the place to rights.  With that worry out of the way, we all had a bit of a laugh then began to clean the place up and put things to rights.


            6th of Moonstone, Year 166
   Imagine my horror when a two of our number revealed themselves to be lizard-things!  Miss Laborworks MacDuff and Miss Archobeyed MacDuff transformed into the horrors and came slavering out of hiding in full bloodlust!  The dwarves who had remained behind jumped quickly into action, locking the hatch that kept one lizard creature trapped atop the hill and attacking the other where she raged in the hallway to the living quarters.  It slew two of them before the night of madness was through. The lizard-thing curse lifted from the miserable cook and she took one look at the carnage she'd caused before running into one of the bedrooms and locking the door.  "Don't let me out!" she cried, "I'll be fine in here, and so will all who remain!"

Tim the Enchanter seemed to be embarrassed that we'd witnessed this unfortunate scene.  "We had them both comfortably locked away for their own safety and ours", he explained with sorrow behind his eyes and a catch in his throat, "but those damnable goblins came and we had to flee.  No doubt the curse allowed them to free themselves while were unable to mind them, so now they are kinslayers once again.  The MacDuffs take care of their own!  We shall not run from the invaders again!"


            4th of Opal. Year 166
   Today we learned that there are three cursed to be lizard-things.  One remains contentedly locked in one of the bedrooms, but the other decided to brawl with the livestock on top of the hill, slaying many of them.  The third we heard growling in the north woods.  I blew my whistle summoning everyone to the wagon but only five others besides myself came - I fear that one of our number may already have been taken by one of the lizard-cursed.  Tim advised us to camp here by the wagon for the few days it takes for the curse to run itself out, surrounded by our war dogs and relying on each-other for protection.  We are only to come at the call of our cousins, but stay out of the way otherwise.  "It is our curse and we shall either vanquish it or not, but I'll not be responsible for spreading it further to other family members!"

            6th of Opal, Year 166
   Miss Laborworks MacDuff, "the Rough Frigidity of Loot" was kicked to death by a horse she slew in turn, and which we shall name "Cresentsheild" in honor of it's sacrifice.  That just leaves Mrs Ilral and Miss Archobeyed MacDuff "The Confident Sandals" suffering from the curse.  The butcher's bill however, included Miss MacDuff Mansionmatched along with some pet geese and peacocks, two alpacas and a couple sows on top of the hill and Mr Searchaxe MacDuff who was slain out in the Northern woods during Mrs Ilral's frenzy.

            2nd of Obsidian. Year 166
   The curse manifested itself today once again.  I've instructed my five to arm themselves blades, crossbows and bolts or any other weapon - these horrors will not take one more of us today!  I command the five remaining members of the Expedition to meet me in the main hall where the other MacDuffs gather, but Mr Crystalcheerful MacDuff decided he'd had quite enough from the lizard-cursed Mrs Ilral and headed into the northern forest on his own to hunt her there.  The fool.

            3rd of Obsidian, Year 166
   As I'd feared, we heard screaming in the Northern wood cut suddenly off.  Mr Crystalcheerful found her, I'll warrant, and she most probably gave him greivous injury.  Now we are five.  I've decided to put my remaining members into a harsh training regimin - next time, perhaps we will be the ones standing, rather than the cursed ones.

There have been some deep grumblings from far beneath the ground, I wonder what they could be?


            28th of Obsidian, Year 166
   The curse once more has revealed its scaled evil today.  I am untroubled, however, for though all of these deaths horrify me to my core, I'm getting used to such tragedy, much like these other MacDuffs.  We train grimly, knowing that our own cousins are forced to hunt us, and that one day we may be forced to hunt them in turn. No dwarf died today, a fact for which I am thankful.

            2nd of Granite, Year 167
   The first day of spring came and went, but we were not gladdened - the cursed screams echoed from within the locked bedroom and from the North Wood. They howled and hissed and crashed about all day until finally ceasing their noises by this afternoon.  Still, no-one died, so that's a plus.

            25th of Slate, Year 167
   Today, Roughnessscrews MacDuff, (the widow of Mr Sinewsacks MacDuff), gave birth to a bouncing baby boy.  She named him 'Glowdoors' and we all gathered around to congratulate her and welcome him into the clan.  We may be fewer than many, due to the lizard-thing curse, but we're survivors.  Happy birthday, little one!
The cursed one roars once again in the North Forest.  Fortunately for us, it seems content to make its lair there.  Be careful, little one...


            28th of Hematite, Year 167
   Although no caravan has showed up the entire year, we've finally been visited by a group of MacDuffs from back east who have journeyed here to see if we've defeated the goblins yet.  If we hadn't, they would've taken up the struggle themselves, but we gave them a warmer welcome than the one we had and had food n wine waiting for each one.  Now our population has risen to twenty-one MacDuffs, Mr Ilral and the young orphan, Miss Kosoth.

            13th of Limestone, Year 167
   Again the cursed Mrs Ilral calls out from her haunts in the North Woods and again the dwarves finger their weapons and wait.  Perhaps the answering calls from our imprisoned Lizard-cursed keeps her away?  Regardless, life continues at the clan-home, limping along as it has since we began.

            14th of Limestone, Year 167
   I spoke too soon, for the drums of the goblins have sounded to the southeast and when we fearfully beheld their forces, it was a caravan of dwarves guarded by dwarves that appeared atop the hill!  Two wagons filled with goods and only a single goblin among them: Mr Urdim Clearhelm, the Outpost Liason.  Wielding his whip of office, he herded the cowed dwarves into the trading area then left the "guard' dwarves to see that they didn't stray before wandering off to find Tim the Enchanter with whom he knew the goblins had an "arrangement".  Needless to say, we didn't take very kindly to his assumptions and awaited out chance to nab him without his traitorous companions knowing what was happening. 

'Evil flourishes when good dwarves stand by and do nothing', as my ma would have said if I hadn't been orphaned myself at a young age.


            19th of Limestone, Year 167
   Finally, our chance came around midnight last night, and we took it! The goblin was visiting our still, getting himself a sip of our dwarven brew when Mrs MacDuff Polishwhipped, (Our Chief Medic), and I sprang from hiding and slipped a spear-point between it's shoulders.  It opened its mouth to scream in outrage, but Polishwhipped silenced it quickly with her pick to its skull.  I think a slab commemorating her kill should be carved in her honor - maybe we'll place it on the path the caravan took as a warning to any goblins that should happen to come along.  Beware, greenskin, for MacDuff weapons seek your end!

            28th of Sandstone, Year 167
   We were able to trade some green glass windows for some cheese, bronze chain leggings and a few bags of fruit.  Today the beastial screams and bellows from within the Locked Room and from the North Wood signalled the end of the caravan's visit, minus, of course, one goblin overlord whom we seem to have replaced... (we buried him in the rotting bodies of the animals the lizard-creature slew). Carrion is almost too good for a goblin, but soon enough the invaders will know our "crimes".

            2nd of Timber, Year 167
   Six more relations of the MacDuff clan made it to our home here, trooping right through the North Wood without any nasty surprises.  Lucky, that.  We welcomed the five dwarves one dwarfette as befits family and found them lodging in some rooms we've been excavating over the past few months.
           
            4th of Obsidian, Year 167
   The howls and screams from the North Wood have become commonplace.  No one ventures near Mrs Ilral's hermitage in the North Wood and life goes on as normal.  We've engraved the doorposts of the place where our anchorite now lives, she who claws and hisses at the walls has become quite serene practicing her meditation in her one-bed cell.  Sometimes we converse through the doorway, she and I.  I think she has resigned herself to forever seeing only those four walls.  She tells me she has designed intricate pictures on them - images that give her comfort when she's not in the frenzied grip of the curse.  She won't say what the pictures are, however, and sometimes I wonder if I'll ever see them for myself - no, the danger is too great.  They'll just have to remain a mystery.

            1st of Granite, Year 168
   The first day of Spring was greeted with the howls and screams from the North Wood and from within the cell of Anchorite Archobeyed, but we have become innured to such noises, knowing that so long as we don't venture near them or offer some tempting target, that they will not go out of their way to molest us.  So, the today we celebrate surviving another winter. 

Long Live Clan MacDuff!


            19th of Granite, Year 168
   Today I ordered the back gate closed and locked, for I'd had a dream that the goblins were sending another force to take Bom Sog once more.  In my dream, a hero shining all in bronze stood fast against them, becoming a champion of the dwarves against the greenskin adversary, and that he would be visiting soon, but only if the back gate was closed and locked.  My dreams then shifted to the months before we first arrived almost a year and a half ago: Goblins taunted dwarves from outside, offering them peace only if they swore allegiance to the Demon King.  Eventually, despair overcame those dwarves, knowing as they did that a flimsy back door was all that stood between them and certain destruction...  then I awoke filled with certainty.  That despair would never come again to my clan here in the Home of Conquerors.  So the door is shut and the portcullis locked.  We'll see what the next week holds...

            25th of Granite, Year 168
A few more of Clan MacDuff arrived today, followed by a married couple from the Zan Family.  These are distant cousins indeed, for I've never met nor heard of any of them, even in passing.  We are prepared to raise the portcullis and unlock the gate to welcome them in even as I record this.  However, the gate must be shut and the portcullis locked by the 28th or I fear we will be taunted to despair by the goblins once again.

            28th of Granite, Year 168
   They've not arrived to our doors yet, so I must put off unsealing the back gate until such time as the goblins attempt another invasion or 'the champion clad all in bronze' arrives.  The forest is filled with plenty of foodstuffs and the well offers water for those who are thirsty, so I'm sure they'll be fine camping outside our gates for a spell - at least until this prophetic dream reveals itself.

https://www.dropbox.com/s/62eyd0cldpv63mx/Granite-28th-Year168.zip?dl=0 (https://www.dropbox.com/s/62eyd0cldpv63mx/Granite-28th-Year168.zip?dl=0)
Title: Re: Shadow empires
Post by: PsychoAngel on November 25, 2014, 10:03:44 pm
Very entertaining story, Bob. Long live the MacDuffs! Guess it's time to get my game face on and prepare myself. It's been a bit since I've played but I should manage.
The faith of the Council shall be tested indeed...
Title: Re: Shadow empires
Post by: Megaman_zx on November 25, 2014, 10:29:05 pm
This looks awesome and i want to join, but my computer is slowly dying and the last time i did one of these i was plagued with bugs... so if it's possible, i want to do a soft join... i'll play my turn and try to stay updated with the game, but my computer may not allow me to participate so if u don't want to worry about that, u don't have to add me.
Title: Re: Shadow empires
Post by: Timeless Bob on November 26, 2014, 01:14:14 am
There we go, done with my turn.  The save file is at the end of the story.
Title: Re: Shadow empires
Post by: ptb_ptb on November 26, 2014, 07:45:25 am
This looks awesome and i want to join, but my computer is slowly dying and the last time i did one of these i was plagued with bugs...
Welcome aboard. And don't worry too much about that - we're pretty flexible here about turns and stuff. You need to name your clan and select a civilization (http://www.bay12forums.com/smf/index.php?topic=144039.msg5702814#msg5702814).

There we go, done with my turn.  The save file is at the end of the story.
Nice story, heavy on the melodrama. I'm glad to see the Clan MacDuff regain their land, albeit not without losses.  I'll give a quick test to the save game to be sure everything is in order and then it will be PsychoAngel's turn to raise the flag of The Council of Purification of The Torches of Land civilization (not less than 5 map squares from the forts of Timeless Bob and ptb_ptb - See map for the location of The Home of Conquerers and Guildpaddled (http://www.bay12forums.com/smf/index.php?topic=144039.msg5702814#msg5702814))

Pisskop - Are you OK to go after PsychoAngel? Theoretically in a week's time (give or take).
Title: Re: Shadow empires
Post by: PsychoAngel on November 26, 2014, 09:06:28 am
I'm excited to get this started. Downloading the world now.
ALRIGHT MEN, LET'S MOVE OUT!
Title: Re: Shadow empires
Post by: ptb_ptb on November 26, 2014, 09:16:09 am
I'm excited to get this started. Downloading the world now.
ALRIGHT MEN, LET'S MOVE OUT!

Let us know what your fortress is called and post a piccy of its location on the world map so I can add the details to the civilization maps page (http://www.bay12forums.com/smf/index.php?topic=144039.msg5702814#msg5702814). You need to survive 1 and a half game years to qualify for the adventurer round.

Also

Installation instructions:

1. Install a clean copy of DF 0.40.18
2. Install Phoebus' Graphics Set
3. Extract save file in save games directory.

Also also

Timeless Bob didn't retire his fortress, so you will need to do that first of all.

History section has now been updated - see second post of this thread.
Title: Re: Shadow empires
Post by: PsychoAngel on November 26, 2014, 10:01:53 am
Okay, downloaded save and game. Retired fortress, and am now beginning my turn. Let the one and a half years of glory(?) begin! Starting from the 14th of Slate to the 14th of Limestone the next year!
We have decided to settle here:
Spoiler (click to show/hide)

Spoiler: "Let the fun begin!" (click to show/hide)

So apparently "purification" isn't in the vocab of DF, so I'll have to go with "purifying" instead. Our first exiles Grand Leaders decided to name the place "Moistenedchannel." Onward, brothers! To glory! I'll keep the reports a little cryptic and uninformative, but still allow you guys to know what I'm up to. I might not have a ton of time today.

EDIT: Had to change embark location. Reason: Unable to obtain stone. Next time I'll settle somewhere where there's either: A. No aquifer. B. not so deep soil. It's also kind of a ways away and I apologize. Sorry for the late notice, internet went down shortly after I decided to change location.

EDIT 2: Might have to get back onto this later today. Stuff's going on.
Title: Re: Shadow empires
Post by: ptb_ptb on November 26, 2014, 12:25:08 pm
EDIT: Had to change embark location. Reason: Unable to obtain stone.
(http://cdn.vanillaforums.com/biggreenegg.vanillaforums.com/FileUpload/86/971aa3092f46a4e97882e67dfb1b2a.jpg)

I don't want to come over all ... you know who, but I think I need to put my foot down here.

Quote
Please do not use the backup saves if you do something stupid in game.

The same, IMO, applies to re-choosing your embark location. In order to qualify for the adventure round all you have to do have at least one dwarf survive the full year and a half's time. If you don't got stone, you don't got stone. Feel free to ask for advice on aquifer breaching and/or running a fort with no stone, though.
Title: Re: Shadow empires
Post by: Timeless Bob on November 26, 2014, 01:45:04 pm
Also, the time is 1 year 6 months...  Just sayin.

Sorry about zipping the file without retiring first - got it done around 4am last night and by the end there I was

a little loopy.

Still, I started getting a new understanding of how the Transylvanian peasants could live their lives at the base of Dracula's castle and not just pick up and move.  Sure there's a lizard-thing monster living in the North Wood, but its OUR Lizard-thing monster.  Gives the place character...
Title: Re: Shadow empires
Post by: ptb_ptb on November 26, 2014, 02:12:20 pm
Sure there's a lizard-thing monster living in the North Wood, but its OUR Lizard-thing monster.  Gives the place character...

Yeah, gotta love the classic "something nasty in the woods" vibe.
Title: Re: Shadow empires
Post by: Megaman_zx on November 27, 2014, 01:12:03 am
I'll take torches of land then... i'll get the fortress name when it rolls around to my turn
Title: Re: Shadow empires
Post by: Megaman_zx on December 02, 2014, 11:11:01 pm
just found out it's apparently my turn, i'll get on that soon

and fuckupery ensues... sorry guys, my game crashed so fast i had to do a double take, also timeless bob, ur save was still in the middle of your fortress, it hasn't been retired yet.

sorry, but i'm out, good luck on the game tho :)
Title: Re: Shadow empires
Post by: pisskop on December 03, 2014, 06:26:08 pm
Picked up the save.  Will review and do.
Title: Re: Shadow empires
Post by: pisskop on December 04, 2014, 01:10:20 pm
:o

Spoiler (click to show/hide)

Do assigned dogs follow NCP dwarves about?  Also hippo points.  Gonna make an effort to catchem.
Title: Re: Shadow empires
Post by: ptb_ptb on December 04, 2014, 01:36:06 pm
Do assigned dogs follow NPC dwarves about?
Can you assign dogs to NPC dwarves?

Also, Hippos: More dangerous than crocodiles
Title: Re: Shadow empires
Post by: pisskop on December 04, 2014, 03:47:17 pm
I brought some hematite along, and digging for magma . . .

(http://i.imgur.com/uFdB45T.png)

Welp.
Title: Re: Shadow empires
Post by: pisskop on December 04, 2014, 05:15:39 pm
My . . . My outpost liaison. . . he's . . . he's . . . Hes an elf!  :'(
Title: Re: Shadow empires
Post by: pisskop on December 04, 2014, 05:48:13 pm
Dont ask how:  yu dont want to know.  Really.
(http://i.imgur.com/vwQV0iJ.png)
Title: Re: Shadow empires
Post by: PsychoAngel on December 04, 2014, 06:11:50 pm
My . . . My outpost liaison. . . he's . . . he's . . . Hes an elf!  :'(

Must be one badass elf, though, to be trusted by the mountainhome with the task of checking in on the outposts. 
Title: Re: Shadow empires
Post by: pisskop on December 04, 2014, 06:55:46 pm
henh.  That happened.

Spoiler (click to show/hide)
Title: Re: Shadow empires
Post by: pisskop on December 04, 2014, 10:46:43 pm
You know what?

Spoiler (click to show/hide)

Know what would cheer me up?

Spoiler (click to show/hide)


Title: Re: Shadow empires
Post by: pisskop on December 05, 2014, 11:02:12 am
What tier of adventurer is allowed?

I usually play peasants, but if you guys are taking heroes or demis Im not going to kneecap myself.
Title: Re: Shadow empires
Post by: ptb_ptb on December 05, 2014, 12:21:26 pm
Quote
Stage 3. Each player, starting from the same save game file, starts an adventurer (hero, not demigod)

Does this mean you've (about) finished your fortress building turn?
Title: Re: Shadow empires
Post by: pisskop on December 05, 2014, 12:28:43 pm
Cool.  Ive got a vampire adventurer lined up now.  Unfortunately multiple mining accidents have left me without my precious metal.

Spoiler (click to show/hide)

The pillar fights back, with pockets of magma within.
Title: Re: Shadow empires
Post by: pisskop on December 05, 2014, 01:16:42 pm
Okay.  Just about made it . . .  but before we finished a pack of fire imps get inside through one of the accidents and killed 5
Spoiler (click to show/hide)
He died of blood loss about a month later.  Shame too because he survived the initial assault.  I liked him.


This guy is the sole survivor and probably the one responsible for most of the kills.  And whats worse the fires he started blocked off the shaft so we couldnt get to him to stop him from escaping.
Spoiler (click to show/hide)
Title: Re: Shadow empires
Post by: pisskop on December 05, 2014, 01:39:01 pm
My artifact willow cap caught on fire as part of the carnage, and now its breaking pathing.

Spoiler (click to show/hide)

---
Title: Re: Shadow empires
Post by: pisskop on December 05, 2014, 02:04:28 pm
pheeeew.

So.  We did it.  another mining accident, and another death via drowning, but the vampire failed to drain 2 more victims and Forging came to a halt.  Adventurer is going to be a dual axewielder.

---

aye.  So onto actual adventurer and logs.
Title: Re: Shadow empires
Post by: ptb_ptb on December 05, 2014, 02:10:25 pm
aye.  So onto actual adventurer and logs.

Whoa! Hold on a moment. PsychoAngel hasn't had a fortress building turn. I'd like to check if he's got time first.
Also I'd like a chance to download your post fortress save so I can use legend viewing to help me write up a history summary for the start of the thread.
Title: Re: Shadow empires
Post by: pisskop on December 05, 2014, 02:23:11 pm
http://dffd.wimbli.com/file.php?id=10188
have at it.
Title: Re: Shadow empires
Post by: ptb_ptb on December 05, 2014, 03:41:13 pm
http://dffd.wimbli.com/file.php?id=10188
have at it.

Cheers! I've updating the second post of the thread and sent a PM to PsychoAngel.

Also, there are still two dwarven civilizations that have no player.
This would be a great time for any lurkers to join in the game.
(hint hint)
Title: Re: Shadow empires
Post by: pisskop on December 05, 2014, 03:54:48 pm
Awesome!  Im proud of my fort, it wasnt overly designed, and I learned about the stress counter.  Im sad I lost half of the starting seven, but such is what they signed up for.

15 deaths in the first 18 months!  Beat that!

I'll take torches of land then... i'll get the fortress name when it rolls around to my turn

You got this request, yes?
Title: Re: Shadow empires
Post by: ptb_ptb on December 05, 2014, 04:07:24 pm
You got this request, yes?
If you read later, he wasn't able to get it to work on his computer.
Title: Re: Shadow empires
Post by: PsychoAngel on December 06, 2014, 09:37:14 am
Alright, so I have some time today and tomorrow, but I might not be able to roll around to SERIOUS play time until after Tuesday.

However I will be able to take up the torch, if you know what I mean.
Title: Re: Shadow empires
Post by: ptb_ptb on December 06, 2014, 12:44:41 pm
Alright, so I have some time today and tomorrow, but I might not be able to roll around to SERIOUS play time until after Tuesday.

That's cool. It's coming up to Christmas, anyway, so I daresay most people are quite busy.
Title: Re: Shadow empires
Post by: PsychoAngel on December 09, 2014, 09:25:49 am
Alright, I'm getting the save. It's probable I may make some progress today. Expect me to post the whereabouts of our outpost before the day is out.
Title: Re: Shadow empires
Post by: ptb_ptb on December 09, 2014, 12:10:52 pm
Recently, in the Species War thread, some things have become clearer about taking over sites.

1. If you successfully take over a location it will not show up for its original civilization while in Dwarf Fortress mode and choosing an embark. (the dorf icons displayed when you have a particular civilization selected).

2. If you successfully take over a location it will no longer be possible to embark an adventurer from that site.

3. The XML data export for Legends mode does not quite work properly yet. However, if you have taken a site over the LegendsViewer utility will show something like ...

Quote
In 52, midsummer, (Malachite, 14) UNKNOWN HISTORICAL FIGURE linked to Tellwealthy.

In 52, midsummer, (Malachite, 14) UNKNOWN HISTORICAL FIGURE linked to Tellwealthy.
for the actual site detail and in the world summary there will be a note like ...

Quote
Site ownership conflict: Tellwealthy. Actually owned by The Early Thorns
(assuming you got the group name 'The Early Thorns' when you claimed that location).

As seen in Species War it is entirely possible to claim sites (the Elves claimed every last human site leading to the effective fall of the human civilization). After everybody has taken their adventurer turns I will check the legends data to confirm how many (if any) sites each adventurer has successfully claimed.
Title: Re: Shadow empires
Post by: PsychoAngel on December 10, 2014, 08:00:21 am
Sorry I didn't get this done before, but here's the new location.

The Council of Purifying will be settling Battlesmiths for the glory of their brethren HERE:
Spoiler (click to show/hide)

Strike the earth!
Title: Re: Shadow empires
Post by: Timeless Bob on December 11, 2014, 06:10:54 pm
Cool!