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.
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.
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?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.
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.
4) The autowin invasion bug will ruin your day. It might be better to use 34.11?
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.
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.Dangerrooms in your player fortress to train your adventurer?
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.
Also, can we have a minimum distance from another player fortress for new embarks. Five squares, perhaps?
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.
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.
(Also, if we're stuck on a tie regarding world size, I'll change mine from Medium to Rectangular)
If you like many beasts, maybe something like ...oh it is set to -1. No checking on mine. But I try to add more in.
[BEAST_END_YEAR:100:85]
?
Worldgen seems to end well before 300 on your settings anyway.
-super high erosion, no periodic erosion.Is that why there isn't much in the way of mountains?
Quote-super high erosion, no periodic erosion.Is that why there isn't much in the way of mountains?
[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.
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]
Yes and no. there are less mountains because I prsonally prefer weakened dwarves.
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.
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.
Most likely its the savagery. But evil consuming whole oceans and mountains wont help.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.
I will humbly back out if you all wish to play.Eh, no need for anybody to back out.
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.
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.
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.
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.
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.
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.
05 Coop Castle
Its catchy,05 Coop Castle
'Coop Castle' is going to be your clan name?
Haha, OK. CC is yours.We should all use ascii, Number1 tileset.
Do you use Phoebus' Graphics Set, vanilla ascii or something else?
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.
I claim The North Works in the name of "Clan MacDuff" (We're the REAL DEAL, laddie!)
Oh, are we ready to go?Ouch.
---
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.
I lost one dog and another is maimed. No clue what the cloud doesI think you just found your test subject...
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.
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)
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.
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.
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.
I'd definitely prefer the Pheobus graphics pack please.
I think I'll jump in on this, mate.
I'd like to settle in the name of the Torches of Land.
I think you'll be pleasantly surprised.Oh? You ready to retire your adventurer and show your hand? :)
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)
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.
I thought I was in on this? Guess you forgot?
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.
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. :'(
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.
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.
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))
I'm excited to get this started. Downloading the world now.
ALRIGHT MEN, LET'S MOVE OUT!
EDIT: Had to change embark location. Reason: Unable to obtain stone.(http://cdn.vanillaforums.com/biggreenegg.vanillaforums.com/FileUpload/86/971aa3092f46a4e97882e67dfb1b2a.jpg)
Please do not use the backup saves if you do something stupid in game.
Sure there's a lizard-thing monster living in the North Wood, but its OUR Lizard-thing monster. Gives the place character...
Do assigned dogs follow NPC dwarves about?Can you assign dogs to NPC dwarves?
My . . . My outpost liaison. . . he's . . . he's . . . Hes an elf! :'(
Stage 3. Each player, starting from the same save game file, starts an adventurer (hero, not demigod)
aye. So onto actual adventurer and logs.
http://dffd.wimbli.com/file.php?id=10188
have at it.
I'll take torches of land then... i'll get the fortress name when it rolls around to my turnYou got this request, yes?
You got this request, yes?If you read later, he wasn't able to get it to work on his computer.
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.
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 ...
In 52, midsummer, (Malachite, 14) UNKNOWN HISTORICAL FIGURE linked to Tellwealthy.
Site ownership conflict: Tellwealthy. Actually owned by The Early Thorns(assuming you got the group name 'The Early Thorns' when you claimed that location).