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Dwarf Fortress => DF Community Games & Stories => Topic started by: Timeless Bob on September 13, 2014, 09:03:42 pm

Title: The Natural History Museum "Adventurer succession world"
Post by: Timeless Bob on September 13, 2014, 09:03:42 pm
The Modified Game:
https://www.dropbox.com/s/rse9cmz4io3ooap/Phoebus%2040.13.zip?dl=0
Spoiler (click to show/hide)

The Goal:
   Have one of every type of thing in the world: animals (their bodies at least), plants, minerals, undead, peoples, cultural artifacts, ect... displayed in a display case in the Dwarven Natural History Museum.

The rules:
   Players will have until the next Saturday after a save has been posted, (if the save was posted on a Thursday or a Friday, the Saturday after the nearest one will be used instead), to get an adventurer to successfully produce something for the Museum.  Each adventurer's progress must be posted to the group, however - we want the stories of those who died horrible deaths in failure as well as the lucky few who make a proper submission to the Museum.  Once a submission has successfully been made, the Player has until the end of that same week to play all of their seasons in fortress mode.  If Saturday comes around without all those awarded seasons being used up, the Player will get a star next to their name on the turn list for every season they have remaining and will be able to spend them in future turn/s without needing to first have an adventurer bring a new item to the Museum.

   New adventurers must begin from one of the four wings of the Natural History Museum, but may retire anywhere they please, not including any of the wings of the Museum. (At least until Toady gets that nasty crash bug fixed)

   Once an adventurer has brought something new to one of the wings of the museum, they gain the right to play 1 season of fortress mode in that wing per item submitted (items must be different from what is already displayed and not already in a display case to count.)

   Set up a display case (in the "workshop" menu) using the item to be displayed somewhere in the above-ground building, then feel free to make any additions or new constructions/excavations that you like until the awarded seasons are finished.  If your week's turn isn't used up yet, feel free to make an off-site dwarven fortress somewhere nearby - military camps or "way stations" have both been suggested.

   Any constructions left unfinished due to time running out will be able to be used by the next Player to be awarded one or more seasons of fortress play.  Players may build new furniture, buildings or workshops, but may not remove any of these that have already been built by Players in the past.  If a site has been built up so much that there is no more room for new constructions, the moderator (Timeless Bob) will add a new 2x2 embark to one edge of the maxed out area as an extension of that "wing".

   Dwarves may be given a nickname by Players, but no future Player is allowed to change that dwarf's nickname afterwards.  Professions are likewise changeable - try to make the new profession name describe what they do, with the title of "Professor" only given to dwarves that make an artifact.  (For instance, a dwarf that makes a ruby piccolo might become the "Professor of Crystalline Harmonics" as their profession.) 

   With time, we'll have a large faculty of professors who cover a wide and weird range of subjects.  Professors may be given squads of "students" to teach in "classrooms" and those students who excel under these professor's guidance may become lecturers of the subject by their own merit.  Dwarven logic can persuade even the roughest of goblin debaters, given enough schooling.

Turn list:
1) ptb_ptb
2) pisskop
3) Planky Now Playing (Turn ends by: Oct 4th)
4) Timeless Bob
5) tonnot98
6) Chaosfiend
7) pisskop

Maps:
   Small
Spoiler (click to show/hide)

   Large
Spoiler (click to show/hide)

   3d Model:
Spoiler (click to show/hide)

Current Events:
   2000:
Spoiler (click to show/hide)

   2001:
Spoiler (click to show/hide)

   2002:
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   2003:
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   2004:
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Title: Re: The Natural History Museum "Adventurer succession world"
Post by: Paaaad on September 13, 2014, 09:30:29 pm
Seeing as I'm the one who's challenge started this whole thing, I've started work on a Gdocs file with all the parts I can glean from the Wiki so we can check off what we have. This will likely be very incomplete, but should at least provide the skeleton.

Edit: Link is here (https://docs.google.com/document/d/1S-cl2CImDN2pj0Gjrve461XS56jgteO_MHfQ9cPCmoc/edit).
Incomplete, I know, But it's 11:10 here and I need to take a shower.
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: Timeless Bob on September 13, 2014, 11:05:37 pm
Well done so far.  If the wiki is incomplete, this may help update it as well.
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: pisskop on September 13, 2014, 11:31:48 pm
Yea  I just went through all of the farm-able plant files and there's a lot.  I would like to see this happen.
It appears possible that not every plant may occur, but I doubt it, the frequency rates are super high.

Are you including inedible products, like flour?

Spoiler: plants_crops (click to show/hide)
without flour or any product
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: Plancky on September 14, 2014, 12:10:24 am
I am definetly interested.
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: Timeless Bob on September 14, 2014, 03:03:28 am
OK, so that makes four of us.  I'll post the map and save file shortly - Each one of us needs to pick two possible starting places, then I'll label each one on the map with a number and set up a poll to see which one wins.

EDIT
Forum polling to see which site is best will take too long.  I choose the north central island, the dwarven civ in that little protected valley.  The north center continent has both good and evil areas, lots of good mountains, forests and grasslands, so if we start by collecting just from that lake near the civ, then expand to the mountains and grasslands of the valley, then expand out of that protected valley we can harvest from the "Good" area nearby, then adventurers can range farther afield for the "evil" submissions (we may need glass cells to keep the undead contributions from swarming out, eh?)  I can see it now, a whole "necromancy wing" where visitors must sign a waiver before being allowed inside to see The Horrors Which Are Held Captive Within the Glass Vaults... (heh).
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: ptb_ptb on September 14, 2014, 06:05:12 am
Just a thought, but you could regen the start world with the Plantfix mod (http://www.bay12forums.com/smf/index.php?topic=141440.0).
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: mate888 on September 14, 2014, 12:25:00 pm
PTW
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: Timeless Bob on September 14, 2014, 12:25:10 pm
Just a thought, but you could regen the start world with the Plantfix mod (http://www.bay12forums.com/smf/index.php?topic=141440.0).

Good idea - I'm using the Phoebus tileset, so if your mod is compatible with that, I'll use it.
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: ptb_ptb on September 14, 2014, 12:31:17 pm
Good idea - I'm using the Phoebus tileset, so if your mod is compatible with that, I'll use it.

It's not my mod, I just use it. :)

It does include a set of files for use with the Phoebus tileset, however.

The only drawback is a tendency to build up unusable leaves when processing plants. It doesn't seem to cause much trouble to me though.

BTW, how long are you planning for each 'turn'? I guess the first turns will be the starting four players making the initial museums?
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: Timeless Bob on September 14, 2014, 01:02:43 pm
I was thinking that we'd all choose one of the locations by poll, then I'd set up four rudimentary areas (basically four 2x2 embarks sharing their borders using "Play Now!".  Initial building will be a 5x5 roofed log cabin with one wooden door leading in and the beasties pastured out front. Each cabin would be built in the corner of the embark that would face the three other embarks, such that when visited in adventure mode, they all seem to be grouped together.  Any Player that successfully brings a new item to one of the four "wings" will get a 1-season fortress turn (ie: play until the announcement of the next season) to put their submission on display and add any new things to the "wing" that they like.

I imagine that the wings will have many new additions started that will not be completed, but that just means that the next Player to bring a submission in can use that for their own ends, making a delightful chaos after a few rounds.

I imagine that the expedition leader of each embark will have their profession changed to "Professor" <name>. 
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: ptb_ptb on September 14, 2014, 02:02:37 pm
Going to use DFHack to 'lair' the locations so that items don't get scattered between turns? Oh, and I suspect animals will need to be put in cages to stop them being randomly relocated into caverns.
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: Timeless Bob on September 14, 2014, 03:17:44 pm
I suspect using Dfhack to "lair" the sites may cause anybody who emigrates away from them to be an enemy of the civ that founded them, so possibly not.  (Unless, of course, somebody sets them up with a strong and numerous militia - they may become conquerors of their own)

Animals may relocate anyway - ones from the caverns may relocate up to the surface too - all a day in the life for Museum curators I suppose.

On second thought, I don't think we'll be using DFhack in this game.  Too easy to have an adventurer use "slayrace" to get past all dangers, which is a cheat I really don't see being beneficial to the game.
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: Timeless Bob on September 14, 2014, 09:20:31 pm
Good idea - I'm using the Phoebus tileset, so if your mod is compatible with that, I'll use it.

It's not my mod, I just use it. :)

It does include a set of files for use with the Phoebus tileset, however.

The only drawback is a tendency to build up unusable leaves when processing plants. It doesn't seem to cause much trouble to me though.

BTW, how long are you planning for each 'turn'? I guess the first turns will be the starting four players making the initial museums?

Each turn should last 1 real-world week for adventure mode or 1 in-game season for fortress mode.  I suspect that adventure mode will last longer than one season for successful adventurers, but much shorter for the unsuccessful ones, so it should all work out to be about even in the end.
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: ptb_ptb on September 15, 2014, 02:40:24 am
On the whole 'items and or monsters may go walkabout' thing I suggest a bit of caution. Better to take care now than be stuck with the fallout later. If you make sure you get saves from just before the adventurer / fortress retires then you will be able to check what happens to the stuff while keeping a backup in case it doesn't turn out well. I've also had trouble (http://www.bay12games.com/dwarves/mantisbt/view.php?id=7999) with retiring adventurers and unretiring fortresses before.
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: Timeless Bob on September 15, 2014, 03:35:49 am
On the whole 'items and or monsters may go walkabout' thing I suggest a bit of caution. Better to take care now than be stuck with the fallout later. If you make sure you get saves from just before the adventurer / fortress retires then you will be able to check what happens to the stuff while keeping a backup in case it doesn't turn out well. I've also had trouble (http://www.bay12games.com/dwarves/mantisbt/view.php?id=7999) with retiring adventurers and unretiring fortresses before.

Good idea.  In the event that a save file becomes so corrupted that unretiring a wing of the Museum is impossible, we will say that the wing has become "cursed by the Gods" and a new wing will be opened up right next to it.  Adventurers then can stock the new wing with submissions taken from the old wing, and the new site should get nicely built up in no time.  If this game doesn't fizzle out too quickly, I imagine we might see a sort of "mushroom ring" effect after awhile.
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: Timeless Bob on September 15, 2014, 12:20:28 pm
Here it is:

Wanderland (https://www.dropbox.com/s/fqzsjckgkc6e7y7/Wanderland.zip?dl=0)

Small Map
Spoiler (click to show/hide)

Large Map
Spoiler (click to show/hide)
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: pisskop on September 15, 2014, 12:24:51 pm
oh boi.  How do we decide who gets what?
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: ptb_ptb on September 15, 2014, 01:08:36 pm
To quote some earlier posts

EDIT
Forum polling to see which site is best will take too long.  I choose the north central island, the dwarven civ in that little protected valley.  The north center continent has both good and evil areas, lots of good mountains, forests and grasslands, so if we start by collecting just from that lake near the civ, then expand to the mountains and grasslands of the valley, then expand out of that protected valley we can harvest from the "Good" area nearby, then adventurers can range farther afield for the "evil" submissions (we may need glass cells to keep the undead contributions from swarming out, eh?)  I can see it now, a whole "necromancy wing" where visitors must sign a waiver before being allowed inside to see The Horrors Which Are Held Captive Within the Glass Vaults... (heh).

I was thinking that we'd all choose one of the locations by poll, then I'd set up four rudimentary areas (basically four 2x2 embarks sharing their borders using "Play Now!".  Initial building will be a 5x5 roofed log cabin with one wooden door leading in and the beasties pastured out front. Each cabin would be built in the corner of the embark that would face the three other embarks, such that when visited in adventure mode, they all seem to be grouped together.  Any Player that successfully brings a new item to one of the four "wings" will get a 1-season fortress turn (ie: play until the announcement of the next season) to put their submission on display and add any new things to the "wing" that they like.

I don't see any 2x2 embarks ready to visit / unretire in the .zip file linked. 

(http://imagr.eu/up/54172b169a969_museum.png) (http://imagr.eu/up/54172b169a969_museum.png)

I guess this area is the one being talked about?
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: Timeless Bob on September 15, 2014, 04:33:10 pm
To quote some earlier posts

EDIT
Forum polling to see which site is best will take too long.  I choose the north central island, the dwarven civ in that little protected valley.  The north center continent has both good and evil areas, lots of good mountains, forests and grasslands, so if we start by collecting just from that lake near the civ, then expand to the mountains and grasslands of the valley, then expand out of that protected valley we can harvest from the "Good" area nearby, then adventurers can range farther afield for the "evil" submissions (we may need glass cells to keep the undead contributions from swarming out, eh?)  I can see it now, a whole "necromancy wing" where visitors must sign a waiver before being allowed inside to see The Horrors Which Are Held Captive Within the Glass Vaults... (heh).

I was thinking that we'd all choose one of the locations by poll, then I'd set up four rudimentary areas (basically four 2x2 embarks sharing their borders using "Play Now!".  Initial building will be a 5x5 roofed log cabin with one wooden door leading in and the beasties pastured out front. Each cabin would be built in the corner of the embark that would face the three other embarks, such that when visited in adventure mode, they all seem to be grouped together.  Any Player that successfully brings a new item to one of the four "wings" will get a 1-season fortress turn (ie: play until the announcement of the next season) to put their submission on display and add any new things to the "wing" that they like.

I don't see any 2x2 embarks ready to visit / unretire in the .zip file linked. 

(http://imagr.eu/up/54172b169a969_museum.png) (http://imagr.eu/up/54172b169a969_museum.png)

I guess this area is the one being talked about?

That's the one - I haven't made any embarks in the world yet, but instead of using the forum's polling system, just figured that everyone who was interested should download the save file and post a couple of locations to discuss as well.  The current poll ends on the 21st, which will determine who gets to have a turn building up the wings of the museum (It's looking like 1 season per submission is in the majority right now).  Once that's done, if we haven't all agreed on a place to embark by that time, I'll put the remaining contenders in a new "veto" poll: members will each be able to "veto" one of the options - the site with the fewest veto votes will win out.  (But that's only if we haven't agreed to one site already.)
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: Paaaad on September 15, 2014, 05:42:04 pm
Looking at the maps, that island has a special bonus: No Goblins!

Not sure if we're supposed to need to [Shift]/[Ctrl] move through Hatch Covers over ramps though...  :-\
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: Timeless Bob on September 15, 2014, 07:17:16 pm
Here's all the adventure mode commands for 40.12 according to the wiki:
http://dwarffortresswiki.org/index.php/DF2014:Adventurer_mode#Moving_Around (http://dwarffortresswiki.org/index.php/DF2014:Adventurer_mode#Moving_Around)

Also, the specific set of 4 2x2 embarks I'm suggesting be considered:
Spoiler (click to show/hide)
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: Timeless Bob on September 15, 2014, 07:34:02 pm
What might be fun is if we set up a "bloodline game" for each wing of the museum, as the curators - each one Professor this or Doctor that or Maestro whatever - all specialists in something or other who meet and have families while the adventurers (or we might call them "Scientists in the Field" or something else...) attempt to bring back yet another curiosity of the natural world.  The children who survive to adulthood would, of course, become specialists in fields that somehow combined their parent's specialties (unless they chose to rebel and cross over to another wing entirely, the ungrateful little whelps!) All the specialists would have free reign on starting at the bottom of one field or other and climbing the academic ladder to possible Chancellorship of the entire museum! 

If we can get the adventurers to all retire at one of the wings of the museums (or barring that, a nearby hillock), other adventurers could eventually recruit them for their "fact finding expeditions" as well.  If retired adventurers eventually can marry and have families, I do wonder if we'll see a father and son duo of archeologists both named "Dr. Jones" attempt to return to the Museum bearing an artifact goblet...

Of course, some academic discussions can get quite passionate, causing one overbred buffoon to lose his or her temper.  Berzerk Doctors of Retrozoology or Professors of Extrusive Harmonic Resonance are nothing to be trifled with!  Thier logics can have a deadly persuasion.

Sure, somedwarf may have originally been called a "pump operator", but an academic version of this would become an "Aqua-dynamicist" specializing in the properties of fluids in motion.  Obviously, all specialists want to be noted for their important work, so they may assist colleagues in their researches, but bitterly denounce other aqua-dynamicists as con-artists and fools...   (The role-play could get really fun while we wait for whomever is "out in the field" to get done with their turn and return to the Museum with another new submission and the acclaim of a returning hero...)
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: ptb_ptb on September 16, 2014, 02:59:59 am
How about this location? It has a natural waterfall and gorge going for it.

(http://imagr.eu/up/5417ec992e082_museum.png) (http://imagr.eu/up/5417ec992e082_museum.png)
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: Timeless Bob on September 16, 2014, 05:09:09 pm
I made a series of test embarks at that site - even with an aquifer we should be able to mine conglomerate for mechanisms and the like.  It's a good spot.  If no-one else posts a differing spot by the 21st, I'll start the four wings there and get this game started.  ptb_ptb: would you like to take the first turn after I get the sites placed?
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: ptb_ptb on September 17, 2014, 02:44:35 am
I'm a bit noobish still, but if nobody else wants it I'll go first.

Few things first. I guess adventurers should not be 'demigods'? It's a bit cheaty, really.

Second point is about actually catching live animals. I'm not even sure that is possible for an adventurer to do in adventure mode alone, is it? One idea I had is to allow players to un-retire a worldgen fort with a 'play now' embark and put cage traps all over the place in that fortress then retire. An adventurer may be able to carry back a cage with an animal caught in it. Alternatively you could allow corpses (stinky) or skeletons. Pity there is no 'embalm' option.

I had an idea about how to allow items to be brought to and kept in the museum without using dfhack + lair. Although I suspect that would be the easiest option.

As I understand it (I may be wrong) an area completely blocked off by natural stone or constructed stone will be safe from item dispersal. I think bridges and other buildings would not be enough to stop things going wrong (testing may be an idea). So my idea is a long tunnel with natural stone blocks perched on supports linked to levers along it. The tunnel would need to be the only access to the museum while the museum is retired. The tunnel would also need to be blocked on the museum side while the museum is retired. The adventurer would bring his item to the end of the tunnel near the museum, retreat a safe distance, then pull the lever releasing the block of rock to crash through the fragile tunnel ceiling and block the items off from any thieves. After he retires and the fortress is unretired the tunnel can be mined open from the museum side and the items recovered and added to the display room. The only alternatives I can think of involve ice (cold weather only) or obsidian casting.

I think some testing is in order.

Oh, and maybe I could get Stelid Zafal as the Egregious Professor of Cruel and Unusual Geography?
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: Timeless Bob on September 17, 2014, 04:51:03 am
Actually, I'm just going to add the "display case mod" to the raws then regen the world using the same seeds.  It's built as a workshop using a block, a glass box and one item.  As a workshop, there's no item scatter.  Easy.  The animals don't remain caged after retire, so it'll unfortunately have to be corpses in display cases.  (On the plus side, they're protected from rotting.)
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: ptb_ptb on September 17, 2014, 05:02:41 am
This one? This belongs in a museum (kaypy) (http://www.bay12forums.com/smf/index.php?topic=57243.0)

I haven't used it, but reading the thread there's some doubt about whether item rotting will still happen or not.
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: Timeless Bob on September 17, 2014, 05:05:54 am
This one? This belongs in a museum (kaypy) (http://www.bay12forums.com/smf/index.php?topic=57243.0)

I haven't used it, but reading the thread there's some doubt about whether item rotting will still happen or not.

Not kaypy's original, but the one made later.  It's been a part of Genesis and Masterwork mod for awhile now and I've stored the bodies of dead adventurers in them as part of their memorial tombs - just like Lenin!
(No rotting)

What I'll be using is Grimlocke's refinement of the code.
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: Timeless Bob on September 17, 2014, 05:15:41 pm
Well, that's unsettling.  Using the same seeds generated a different map, and continues to generate the same different map each time.  So, I'll just generate a new "Large Island" map, stick the Museum Wings somewhere and we can start the game already, using "display cases" to hold each submission.  Between turns, I'll update the OP with the list of each new submission and where its display case is located. (Or "in storage" if the last save file doesn't have a submission in a case yet.)
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: ptb_ptb on September 17, 2014, 05:19:57 pm
Well, that's unsettling.  Using the same seeds generated a different map, and continues to generate the same different map each time.

Ew, map generation changed for the latest DF version I guess? It's a pity about the map, but I guess it can't be helped.
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: Timeless Bob on September 17, 2014, 05:55:25 pm
That's OK, what I'm looking at here is a huge supercontinent I'm calling "Urth" with a couple other smaller continents off to one side.  Plenty of growth potential for all the 100 civs, and the whole "Land war in Asia" thing should make for some interesting times.
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: tonnot98 on September 17, 2014, 10:13:08 pm
I wonder if people will just start poking tons of holes into hell when they can make their fortresses.

Oh god, what if people start colonizing the different parts of hell!?

WHAT IF THERE ENDS UP BEING ENTIRE DWARVEN CIVILIZATIONS IN HELL BASED OFF OF CANDY AND SLADE!?
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: Timeless Bob on September 18, 2014, 02:39:43 am
I can see it.  First though, you'll have to deal with all the original denizens of Hell.  They can sometimes be nasty customers.
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: Plancky on September 18, 2014, 02:21:49 pm
Have we given anythought to wich Civilization gets to have the pride of having our glorious Natural History museum?
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: Timeless Bob on September 18, 2014, 08:29:03 pm
I did a test run and although the dwarves built the original sites, they were quickly conquered and slaughtered by the elves to the east, so it might be the elves and their dwarven slaves.  I have a feeling that the Museum might change hands a few times during the life of the game, so I'm thinking that whichever civ owns the museum sites at the time - those are the ones that get to have adventurers begin their journeys in one of the four adjacent "wings".

Another interesting thing: if you attempt to re-embark at a conquered site using a different dwarven civ, they're treated as an ambush by the dwarves that are already living there - it's pretty cool, actually.
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: ptb_ptb on September 19, 2014, 10:13:29 am
So I just accidentally killed my last fortress. Seems like a good time to ask.

How far are you from putting up a link? :P
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: Timeless Bob on September 19, 2014, 02:48:08 pm
New world, large pic:
Spoiler (click to show/hide)
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: ptb_ptb on September 19, 2014, 03:24:59 pm
I like the 'big continents, barely joined up' look.  :)
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: Timeless Bob on September 19, 2014, 10:00:54 pm
By the year 2000, only one clan of dwarves in the world has survived, about 700 strong: The Crimson Crystal.  They live on the north-east continent in that central mountainous area and are currently at war with the elves.  It's very possible that the wings of the Museum will prove to be a magnet for the very last dwarves on Urth - helping the entire Dwarven race not to slide suddenly into the darkness of total subjugation or even oblivion.
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: ptb_ptb on September 20, 2014, 01:00:54 am
It's very possible that the wings of the Museum will prove to be a magnet for the very last dwarves on Urth - helping the entire Dwarven race not to slide suddenly into the darkness of total subjugation or even oblivion.

Hah, the last remnants of the Crimson Crystal will probably end up stuffed on plinths in the Foreign Culture branch of the museum. Goblin parents will take their little children to see them "See, this is what dwarves looked like." :P
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: Timeless Bob on September 20, 2014, 02:14:46 am
So, in preparation for that fateful day, we should stick a couple dwarf corpses (one male, one female) in display cases before we're unable to use fortress mode any more.
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: pisskop on September 20, 2014, 02:16:07 am
Hmm.  The strangler will rise?
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: Timeless Bob on September 20, 2014, 04:00:00 pm
It begins!
Spoiler (click to show/hide)

https://www.dropbox.com/s/qadhz73sszwaazb/NH%20Museum.zip?dl=0 (https://www.dropbox.com/s/qadhz73sszwaazb/NH%20Museum.zip?dl=0)

New adventurers must begin from one of the four wings of the Natural History Museum, but may retire anywhere they please, including any of the wings of the Museum. Once an adventurer has brought something new to one of the wings of the museum, they gain the right to play 1 season of fortress mode in that wing per item submitted (items must be different from each-other and also not already on display to count.) Set up a display case (in the "workshop" menu) using a block, a glass box and the item to be displayed somewhere in the above-ground building, then feel free to make any additions or new constructions/excavations that you like until the seasons are finished.  Any constructions left unfinished due to time running out will be the province of the next Player to make an original submission. 

Title: Re: The Natural History Museum "Adventurer succession world"
Post by: ptb_ptb on September 20, 2014, 05:15:41 pm
Suddenly Action!

....

FAILED. D:

...

It looks like it only half downloaded? I'll try again. I don't have a great experience with using dropbox, maybe try something like speedyshare as well?

[EDIT] Second download attempt worked OK.
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: ptb_ptb on September 20, 2014, 05:59:58 pm
Having found my way to Castlebuds, one of the four wings of the freshly established Natural History Museum, I reflect on what has brought me thus far. While far from the legendary figures of yore, I pride myself on my general fitness being sure both in water and on craggy mountain side. The mountainhome of my youth proved too narrow and staid for me and the rumours of adventure and fame called too strongly to be denied. I can but hope my training as a speardwarf serves me well on my journey.

I, Solon Oltaram (Solon Giltspeeches), step forth into the wider world and into history.

But first, I cheekily attempt the sway Degel Mosuseral (local Sheriff) to accompany me. Unfortunately he proves loyal to his duties.

I decide to head to the nearby elven towns. Surely I can pick up something there. Unfortunately this was a potentially fatal miscalculation. I had misjudged the map scale and the sun was fast setting with no towns in sight!

I must write this quickly, for I fear it will be my last entry. Damn you Degel, if you had only come with me ... The cackling! It draws near!

(Blood smears the torn page there is no more writing to be seen).
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: Timeless Bob on September 21, 2014, 01:00:15 am
That was quick.   I'm surprised you decided to head out to the elven towns when there's a plethora of woods, plants, seeds, barrels, cloth, thread, ect... all waiting to be put on display...
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: ptb_ptb on September 21, 2014, 01:44:47 am
That was quick.   I'm surprised you decided to head out to the elven towns when there's a plethora of woods, plants, seeds, barrels, cloth, thread, ect... all waiting to be put on display...

It was about 1am, and I've got a cold. My judgement may not have been at its best. ;)

I'll keep trying with new hopefuls and report progress if that's OK.
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: Timeless Bob on September 21, 2014, 02:00:05 am
Sure - keep trying until next Saturday.
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: ptb_ptb on September 21, 2014, 06:29:58 am
Silgeshud or "Planesfortress". It ain't much now, but it's where my latest job has taken me.

Folks say I'm easy to get along with, and I'm OK in a fight at a pinch. I've got ambitions, though, and the Natural History Museum is where I intend to achieve them. Ber Odgubzulban. One day the world will know my name. Hopefully they'll be able to pronounce it better than my last girlfriend could. That said, I heard about that poor fool Solon and I have no intention of joining him in a dozen bogeymen bellies.

I wake up on the top of the museum wing's roof. And why exactly am I wearing a silk dress?

Damn, musta drunk more than I thought yesterday.  I climb down and chat to the bookkeeper, Iden Rovodibruk. He tells me that the 'Responsible Sabres' have fled from Planesfortress ahead of an invading army led by an elf. I ask him why he's still here. He just says "Somebody has to do the books."

Walking around a bit more I find a human crossbowman near a tent. She looks like she'd be handy in a fight and she quickly agrees to accompany me. I wonder if she's one of the refugees mentioned, or just a stray caravan guard. I don't ask, it might be considered rude. I do find out that she's married, though. No sign of the husband nearby.

I explore the local area, careful not to go too far away. There is little sign of civilization and, although I see a small group of people in the distance, we didn't meet anybody. Suddenly my companion starts shooting something. It's an alligator snapping turtle in the river. I swim up to it and deliver the killing blow with my spear before she wastes all her bolts. The corpse is a wreck, but I guess it still counts so I make my way back to the museum.

[SAVE 000 before retire.zip]

I dump the corpse on the floor of the building next to a tent. It lands with a wet squelch. I hope this is the right place, eh, whatev.

(http://imagr.eu/up/541eb7e7b0b7d_planesfortress.png) (http://imagr.eu/up/541eb7e7b0b7d_planesfortress.png)

Time to take a load off my feet till I'm sent out again.

[SAVE 001 after retire.zip]

A passing dwarf tells me I'm actually in Taperedceilings (NE wing) not Planesfortress (SE wing).
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: ptb_ptb on September 21, 2014, 08:57:16 am
Mebzuth Unnoszefon, expedition leader. That's what it says on the plate next to my office door. Or it would, you know, if I had an office.  As I shuffle papers around the floor to make space for breakfast (and would it kill the guys to get tables made already?) a memo floats out of my 'in tray' pile. Oh yeah. That irresponsible partydwarf Ber Odgubzulban brought in an alligator snapping turtle a while back. I thought we were the foreign cultures wing, but I guess we're doing animals now? Did I miss a meeting? The note says that the corpse was a mess, but it's the only thing we have to display so far so I guess I should put it up somewhere.

Now where is the darn thing?

[SAVE 002 taperedceilings.zip]

Right. Found it.  Only one problem - it takes two mechanisms to make a display case and we have ... zero. We also have zero stones and zero metal bars. Oh, but we have a tent. Where did that come from? It's the 18th of Slate, I have a bit under a month and a half before the next review meeting. I decide the first thing I have to do is pierce the aquifer and get mining! Luckily I'm the only miner here, so I won't have to worry about someone accidentally pushing me into the water. I can't swim worth a damn, same as pretty much everyone here.

I order exactly 25 trees cut down. Don't want a war with the elves in our current state.

I mark out a large square area for the 'aquifer plug' and roll up my sleeves ready to start digging. Two weeks later I realize I've been completely distracted by making chairs. A while later and I notice that the museum is, apparently, the site of some sort of supernatural activity.  One of the doors are invisible. I don't ask for much, but it would be nice if the laws of the universe were sort of consistent. I order the door deconstructed and replaced. The new door is invisible. I give up. Whoever takes the North-most room on the East had just better get used to the lack of privacy.

22nd Felsite. I belately realize that there is now...

ROCKS FALL. EVERYBODY DIES.

Spoiler (click to show/hide)
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: tonnot98 on September 21, 2014, 09:17:59 am
I want to play!

But I guess that means that I'd have to focus on farming after making my fort.

Hmm...
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: ptb_ptb on September 21, 2014, 10:22:46 am
NOTE!

The game crash appears to be the 'delayed crash when unretired fortress includes non-citizens' bug. I suggest that nobody retire an adventurer to the museum until it has been resolved. In my case it crashes on the 22nd of Felsite (happened twice). I will be turning back time to before the adventurer retired and continuing from there.

Also, I strongly suggest you use the 'lair mark' dfhack utility. It took 10 game days just to put the chests back where they should be.

As the nearest civilization is far too far for me to reach, I'm just wandering in circles near the museum. Eventually camps will appear and they can be used to rest up safely...

Meantime I have found and returned

Alligator snapping turtle
Groundhog
Platypus
Kangeroo
Resus Macaque
emu
wolf
sea otter
cow moose (skull)
sturgeon (skull)
kiwi hen
albatross
common snapping turtle
unicorn (skull/horn)
alligator

So ... long story short, I'm dead. :(
I did get a lot of stuff to Taperedceiling (check the tent), but then I tried to cross the vast distances to the nearest other civilization. It was the goblins. Strangely enough there were no goblins to be found there. I think the reptile men killed them. :P They certainly killed me. Ambushed by a group of a dozen or so including a human master spearman! It was the latter who impaled me.

TL;DR Don't explore SE ;)

I'm uploading the world file for whoever goes next (link in next post tomorrow morning).

P.S. The museum was pillaged by monkeys. And wolves. And unicorns.
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: Timeless Bob on September 21, 2014, 08:27:03 pm
If dfhack has been advanced to 40.12, definitely lair the site, I guess.  Dang! I suppose setting up an embark outside the Museum is the only way to keep those who make submissions around without having to hike in and back a few days to the human civ down south.  Thanks for your perseverance.
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: ptb_ptb on September 21, 2014, 11:05:55 pm
If dfhack has been advanced to 40.12, definitely lair the site, I guess.  Dang! I suppose setting up an embark outside the Museum is the only way to keep those who make submissions around without having to hike in and back a few days to the human civ down south.  Thanks for your perseverance.

DFhack is up to 40.13. So that's OK at least. Having a player fortress 'retirement home' outside the museum is a bit problematic though. You could set it up, retire the fort, then never unretire it. That bit's OK. However if it falls to ruin it probably wouldn't be a good idea to reclaim it - it's quite possible that would cause the game to crash after a couple of week's game time. There a couple of options I can think of.

[EDIT 1x1 may be possible with dfhack 'embark-tools' will look into this]

1. Set up a 1x1 'retirement home' within a day's walk of the museum. After an adventurer retires there never unretire / reclaim that home - instead set up new ones elsewhere as needed.

2. Set up several 1x1 'motels' each under a day's walk from each other leading to a worldgen dwarf fortress. Players should not retire at them but use them as 'rest stops' to keep the bogeymen away while travelling.

If you like I can 'lair' each museum fortress for you (unretire, lair, retire) before I upload the save file.
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: Plancky on September 22, 2014, 05:31:45 am
A few wilderness side motels seems like a good idea. at least to an mountain range or other spot one can sleep overnight. I generally use mountain ranges as sleeping spots with adventurers when not near a sight I can safely sleep at.
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: ptb_ptb on September 22, 2014, 05:35:44 am
I generally use mountain ranges as sleeping spots with adventurers when not near a sight I can safely sleep at.
That works? I had no idea.
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: Timeless Bob on September 22, 2014, 06:35:13 am
No bogeymen in mountains or on beaches (ocean or river).  Unfortunately, both mountains and beaches have their own "surprise, you've woken up dead!" predators.

I suppose a series of camp sites are in order. This "site crashes with retired adventurer" bug really puts a crimp in my plans.  However, so do the elves next door and I guess the marauding reptile men.  I'm going to say: Whatever strategy works for you: do it.  We may need to train up a few camps of military dwarves around the Museum to protect it, as well as create a series of "safe-houses" as we explore out from the Museum itself.
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: ptb_ptb on September 22, 2014, 06:42:16 am
I suppose a series of camp sites are in order. This "site crashes with retired adventurer" bug really puts a crimp in my plans.  However, so do the elves next door and I guess the marauding reptile men.  I'm going to say: Whatever strategy works for you: do it.  We may need to train up a few camps of military dwarves around the Museum to protect it, as well as create a series of "safe-houses" as we explore out from the Museum itself.

The reptile men alone I could probably have coped with. It was the master spearman that was insta-lethal.

My 'laired museum' file (http://dffd.wimbli.com/file.php?id=9765) has just finished uploading. I think you or one of the other players should go next. I've been plenty busy. ;)

I'll put up a piccy in a bit with some suggested camp sites. I suggest whoever plays next makes quick small 1x1 forts then retires them before starting their first adventurer.
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: Timeless Bob on September 22, 2014, 06:52:36 am
I've just sent a message to pisskop, we'll give him until the 25th to respond saying whether he wants to take a turn or not.
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: ptb_ptb on September 22, 2014, 07:12:41 am
Actually camps may not be necessary, if adventurers have a bit of patience and use the 'Q' key to locate settlements. They could do the following:

West to Anguishedbuck (1 day), South to Hailedown (1 day), Southwest to Trustedsnack (1 day), South to Latherappears (1 day), SSE to Songscalded (1 day), SSE to [DWARF] Helmtribute (1 day)

(Distances estimated)

With camps you could go direct to [DWARF] Tomeequal. I think that would take 4 days, so you'd need to place THREE camps along the way.

(http://imagr.eu/up/542012682b7e3_retire-routes.png) (http://imagr.eu/up/542012682b7e3_retire-routes.png)
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: pisskop on September 22, 2014, 07:14:55 am
The journey along that red line is maybe 2 days fast travel.  You would hit it before *sunset* the second day if you traveled through the night.
Compared to stretching for two along the safe route.


If you get a companion there's no problem aside from ambushes.
Even an unknown peasant can ask for a guide to [whereever] and use that guide to deter bogeys.  A guide is usually a soldier who knows the location or the 'well-traveled' person who gives you the quest details.
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: Timeless Bob on September 22, 2014, 07:17:54 am
So a single way-station (or two, to be safe) would need to be built up and supplied with a well and maybe some prepared food before being laired and retired.
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: ptb_ptb on September 22, 2014, 07:39:07 am
Getting a companion is tricky because of this bug (http://www.bay12games.com/dwarves/mantisbt/view.php?id=6798).  But, hey, it's pisskop's problem now. Lol.
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: pisskop on September 22, 2014, 07:41:10 am
I think we could just make a military fort instead, as Bob has suggested

---

Okay, Ill be stealin' the world for a touch.  Gonna get me some plants and play with them.

---

omg graphic packs
Spoiler (click to show/hide)
Spoiler: character (click to show/hide)
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: pisskop on September 22, 2014, 10:07:29 am
Okay.  I think I started some point north of the museum.  God only knows where or why.  Why were there so many monkey corpses and wolves?  WHY?

I came to outside the fort.  (Where was everyone else?)
Around me, skeletons of mandril monkeys.  (did I do this?  Man, what kind of party was thrown?)
Grabbing my crossbow and steel bolts, I stand up to see a pack of wolves looking at me.  I run for a tree and climb it, sustaining moderate injury.
Climbing back down cautiously, I am determined to find the fort.  (I found the camp on the hill, so to the east?)

Spoiler (click to show/hide)
I found a broker, who explained that wolves were invading the place, assaulting anything too slow.  He told me to leave, to flee.  Our job here was accomplished, and samples were sent to the museum.  I was to take this last batch to them and await further orders.

I told him I didnt remember who I was, and he told me it didnt matter.  Then ran off screaming about 'Fluffly Wambler Unicorn Attack'.  Whatever.
Spoiler (click to show/hide)

Traveling West and North I found a corpse.  I filled my sack with his blood and took some peaches off the tree.  To find the musuem . . . He gave me a map, but didnt tell me where we were.
Spoiler (click to show/hide)

Title: Re: The Natural History Museum "Adventurer succession world"
Post by: Timeless Bob on September 22, 2014, 01:32:17 pm
Erm... I did say on the 1st page that I was using the Phoebus graphic pack.  Also, the "Large map" shows exactly where the museum is.  I'll post it on the smaller map too, I guess...

There we go.  In the "small" map on the 1st post, the museum is the little white dot almost to the glacier the right of that black box.  On the "Large" map, you'll find that the names of each wing of the Museum are in that black box and if you scroll right a bit more, you'll find a site called "The Museum".  This is where all four wings are located.
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: ptb_ptb on September 22, 2014, 01:40:01 pm
I must say this "filled my sack with his blood" thing is a bit disconcerting. ;)
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: Timeless Bob on September 22, 2014, 01:46:08 pm
Good updates so far.  Absolute freakin chaos from turn 1, but we're getting submissions, I guess.  Ah - it seems as though we've stirred up some trouble from five-hundred years ago.  I'll explain all in "Current Events"
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: pisskop on September 22, 2014, 05:00:37 pm
Good updates so far.  Absolute freakin chaos from turn 1, but we're getting submissions, I guess.  Ah - it seems as though we've stirred up some trouble from five-hundred years ago.  I'll explain all in "Current Events"
Ohh, I was at the museum.  Hmmm  I started there.

FYI, framerate is lower on the west side.  I would trying to enter from the east.  In the middle of the fort, which is north of a river head, a few tiles into the tundra.
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: Timeless Bob on September 22, 2014, 05:48:55 pm
Good updates so far.  Absolute freakin chaos from turn 1, but we're getting submissions, I guess.  Ah - it seems as though we've stirred up some trouble from five-hundred years ago.  I'll explain all in "Current Events"
Ohh, I was at the museum.  Hmmm  I started there.

FYI, framerate is lower on the west side.  I would trying to enter from the east.  In the middle of the fort, which is north of a river head, a few tiles into the tundra.

I did a test embark with the saved game in 40.13 and it looks like the wolves are slaughtering the mandrills and the unicorns are attacking everybody.  The wildlife is going, er, wild, which is causing all sorts of frame-rate drop.  For some reason, the dwarves I was able to speak with claimed they weren't at their homes, so the "lair" might have placed them all in the "wandering in the wilds" category, which makes finding out what the hell happened with the elven army an exercise in futility.  We'll see how this all shakes out.
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: pisskop on September 22, 2014, 06:10:11 pm
Good updates so far.  Absolute freakin chaos from turn 1, but we're getting submissions, I guess.  Ah - it seems as though we've stirred up some trouble from five-hundred years ago.  I'll explain all in "Current Events"
Ohh, I was at the museum.  Hmmm  I started there.

FYI, framerate is lower on the west side.  I would trying to enter from the east.  In the middle of the fort, which is north of a river head, a few tiles into the tundra.

I did a test embark with the saved game in 40.13 and it looks like the wolves are slaughtering the mandrills and the unicorns are attacking everybody.  The wildlife is going, er, wild, which is causing all sorts of frame-rate drop.  For some reason, the dwarves I was able to speak with claimed they weren't at their homes, so the "lair" might have placed them all in the "wandering in the wilds" category, which makes finding out what the hell happened with the elven army an exercise in futility.  We'll see how this all shakes out.

Its fine, I dont mind the crazy.  I just want others to know whats up and have an easier time.

For instance, I started all of 15 steps from a pack of wolves and the framerate hit was noticeable by and in the fort.  On the east side its much better.
  You have one dude on patrol and another appears to be comatose inside a tent.

Also, anybody know what I'm about to do? ;)
Spoiler (click to show/hide)
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: Timeless Bob on September 22, 2014, 06:13:49 pm
And here I thought that setting this klicks from nowhere in the serene wilderness would give us a little breathing room... <facepalm>
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: pisskop on September 22, 2014, 07:48:00 pm
I stumbled out of the area, cold and hoping I wasn't too far from this museum (wait, that looks familiar)
About 5 urists from the fort I realized that camp on the hill was the museum.  He was asking me to bring the plants to the hill!
Spoiler (click to show/hide)
After, I asked a fellow militia member what to do next  'Collect more stuff for the museum' was the reply.
Spoiler (click to show/hide)

Fine.  Ill take a swim for some aquatic life.  Maybe even touch the North Pole!
Spoiler (click to show/hide)
Spoiler (click to show/hide)
I'm now a legendary swimmer, a Masterful tracker, and an expert ambusher!
Spoiler (click to show/hide)

I found some nifty creatures and added more plants to our budding collection.  Then I retired for a time.  After, of course, I laid claim to the site as its rightful master.
Spoiler (click to show/hide)

All hail Tosid of the Swimlurks the Natural Shows of Growers!
Spoiler (click to show/hide)
But Ill settle for being a miner for now . . .

---

I volunteer to build my fort approximately halfway between the mountainhomes and the museum.
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: Timeless Bob on September 22, 2014, 08:20:39 pm
Beautiful idea!
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: ptb_ptb on September 22, 2014, 10:51:06 pm
Sounds like you've been having fun! Yeah the monkeys wolves and unicorns have been in a continual state of warfare ever since I first woke up on the museum roof. (First, now deceased, adventurer).

Then I retired for a time.  After, of course, I laid claim to the site as its rightful master.

Did you keep a save from before you retired? Just in case of buggyness (http://www.bay12games.com/dwarves/mantisbt/view.php?id=7999). I also suggest doing a 'test unretire' of your adventurer from a copy of your latest save before you build your half-way house fort.
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: pisskop on September 23, 2014, 07:26:21 am
Sounds like you've been having fun! Yeah the monkeys wolves and unicorns have been in a continual state of warfare ever since I first woke up on the museum roof. (First, now deceased, adventurer).

Then I retired for a time.  After, of course, I laid claim to the site as its rightful master.

Did you keep a save from before you retired? Just in case of buggyness (http://www.bay12games.com/dwarves/mantisbt/view.php?id=7999). I also suggest doing a 'test unretire' of your adventurer from a copy of your latest save before you build your half-way house fort.
No saves.  I run one file usually.  If he crashes you guys just got an above average swimmer, on me.  Not the end of the world to lose an untrained archer.  But soo many bugs
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: Timeless Bob on September 23, 2014, 11:50:08 am
No saves.  I run one file usually.  If he crashes you guys just got an above average swimmer, on me.  Not the end of the world to lose an untrained archer.  But soo many bugs

Actually, if you could note the bugs, we can use this save file to submit any that aren't yet on record.  (I'll do that, if you like.)  I noticed some myself in Legends mode.
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: pisskop on September 24, 2014, 09:38:29 am
So, Bob, what do you think of the place?  I know, its poor and terrible, and in hindsight I see several ways to improve my task . . .
Spoiler (click to show/hide)

Ill spend a season or so pumping out some adventure treats.  food, booze, small helmets,crutches... and trying to pierce the caverns.  Although he aquifer is not cooperating and Im not sparing a whole mess of dwarfpower for it.

Im officially 1.5 seasons in, and framerate is poor.
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: pisskop on September 24, 2014, 01:50:43 pm
Okay.  Its retired.

Spoiler (click to show/hide)

omg.  I retired the fort, and unretired my adventurer.  His companion just did that with a stray steel bolt I gave him.  He is awesome.

Bob, I think that was your hammerer.
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: pisskop on September 24, 2014, 02:17:35 pm
Here is the save.  I was going to post a pic of the fort, but the framerate there is better than in some of the wilds Ive been in.  Food is abundant, armor lessso, and weapons may have to be wrestled from the populace.

I encourage you to explore.  We have a river to swim in, food and booze to eat, a well, and a high climbing wall.  There is also an entrance to two of the caverns, so go get those subterranean doodads.

We had a caged GCS hooked up to a lever, but I learned that dont work.

Here is the save.
http://dffd.wimbli.com/file.php?id=9783
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: ptb_ptb on September 24, 2014, 02:33:54 pm
You're handing over to Planky then?


I'll probably give it a test run for a month and a half to make sure nothing is going to crash. :P I get paranoid.
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: pisskop on September 24, 2014, 02:36:23 pm
You're handing over to Planky then?


I'll probably give it a test run for a month and a half to make sure nothing is going to crash. :P I get paranoid.

Just be careful,. some of the critters are killing each other down there.


Ohh, before I forget, I made as many door and other barriers as possible to divide up my fort.  I dont know if that helped and I tried.
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: Paaaad on September 24, 2014, 04:00:22 pm
Progress on the list is going well: all the plants are now accounted for. Once again, the link is here (https://docs.google.com/document/d/1S-cl2CImDN2pj0Gjrve461XS56jgteO_MHfQ9cPCmoc/edit). Editing is open to all.
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: Timeless Bob on September 24, 2014, 08:22:47 pm
Progress on the list is going well: all the plants are now accounted for. Once again, the link is here (https://docs.google.com/document/d/1S-cl2CImDN2pj0Gjrve461XS56jgteO_MHfQ9cPCmoc/edit). Editing is open to all.

Well done, Paaad!  I went through the list and spaced the entrees so that every sub-section of a plant was on the same page as it's plant, which added a page or two by the end, but now we can check things off as they're placed in display cases.  There's about 22 pages of plants alone, with about 45 entries per page (ballpark)... that's about 990 displays needing to be built just for the herbology wing.  (And 990 seasons accrued of fortress play to build the structure needed to house these displays).  Gentledwarves, we have the technology!

Has my Timeless, Fellow of Elven Psychology 'gone walkabout' to a new site already?  Excellent!  Just the thing, to do a bit of fieldwork with his axe, finding the exact threshold at which elves become militant over their beloved trees.  (Serves the murdering blighters right, too, after their unsolicited 'commentary' at Planesfortress a few years ago!)

Ah, access to the caverns should give us plenty of new specimens to collect!  Good work!
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: ptb_ptb on September 25, 2014, 05:09:11 am
Hah. I sort of suspected this before, but I've just confirmed it.

Timnaringiz (Taperedceilings) has built the museum wing in the wrong corner! Taperedceilings is the NE wing, so the museum building should be in the SW. Instead it's in the SE corner.

Spoiler (click to show/hide)

While I'm here. Here's Cattenilush (Channelcarnage) the NW wing.

Spoiler (click to show/hide)

Rimtarenshal (Castlebuds) the SW wing

Spoiler (click to show/hide)

Silgeshud (Planesfortress) the SE wing

Spoiler (click to show/hide)

pisskop's new fortress Ingizkubuk (Ceilinglance)

Spoiler (click to show/hide)
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: Timeless Bob on September 25, 2014, 06:58:55 am
Ha!  Oh, wow!  Yeah, I wondered if that had happened, but one of the wings just happens to be the one with a nice forest path leading to it - I'm betting that's the one for the beasties.
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: ptb_ptb on September 25, 2014, 07:00:33 am
I've got a bit of weirdness going on here. I did a 'test unretire' of each wing of the museum (see prev. post) and couldn't find pisskop's retired adventurer in any of them. (Tosid Alathenkos should be in the 'Other' list). Then I did a test unretire of Tosid, and I got massive lag whenever he is in local view (e.g. not fast travelling). Down to 2 fps.  I think it's pretty much unplayable on my computer in adventure mode now. I will do further testing.
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: Timeless Bob on September 25, 2014, 07:03:25 am
That IS weird.  Maybe we'll have to get him as a companion with another adventurer and kite him to a world-gen place before retiring before he can be unretired for further adventures first.
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: ptb_ptb on September 25, 2014, 07:10:34 am
I ruthlessly abandoned Tosid to starvation in the wilderness before starting a new adventurer in the museum. Still same problem. D:

Have you tried it yourself? My computer may just not be up for the task.
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: pisskop on September 25, 2014, 07:12:19 am
I've got a bit of weirdness going on here. I did a 'test unretire' of each wing of the museum (see prev. post) and couldn't find pisskop's retired adventurer in any of them. (Tosid Alathenkos should be in the 'Other' list). Then I did a test unretire of Tosid, and I got massive lag whenever he is in local view (e.g. not fast travelling). Down to 2 fps.  I think it's pretty much unplayable on my computer in adventure mode now. I will do further testing.
It is like that on the site.  Off site, its much better.  And like I said, for whatever reason it was the best Ive had in this world @ the fort I built.  Like awesome fps.

I wonder what affects fps.  I wonder if things like how open the fort is, how many zlevels, the number of buildings that dont exist in worldgen forts, or even designated but unfinished task.  How do they affect fps.  For instance I made sure most dwarves were idling and in the military before retiring.
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: ptb_ptb on September 25, 2014, 07:15:27 am
It is like that on the site.  Off site, its much better.  And like I said, for whatever reason it was the best Ive had in this world @ the fort I built.

Which is odd because I was able to adventure around the museum without any particular trouble. We could do a 'raw genocide' on unicorns + rhesus macaque. They could be causing most of the lag.

[EDIT] Vaporizing the unicorns and rhesus macaque didn't do anything useful.

I'm going to see if the FPS is still bad in fortress mode.

[EDIT] Yeah, it seems to be an adventure mode problem. Taperedceilings is running pretty well in fortress mode.
pisskop, I guess you don't have any earlier saves? It's pretty brutal but at this point I think abandoning the current natural history museum location or abandoning your progress might be the only way to fix this.

I could move the collected items right to the edge of the fortress then an adventurer could fast travel right up to the outside of the fortress. He'd only have to move a couple of steps to get inside and pick up everything. Then he could take them all away to your fortress before someone (planky?) has the job of making a new natural museum site somewhere that doesn't have massive FPS problems.

Or, we could roll-back to before pisskop's turn. :(

Unless anybody else has any ideas? We could post in another forum asking for an FPS recovery expert.

[EDIT] I went ahead and did that (http://www.bay12forums.com/smf/index.php?topic=144133.0).

[EDIT] On second thoughts, I think I overreacted a bit.  As long as the fortress mode FPS isn't too bad the adventurer can drop items right at the edge of the fortress map.  A suitable easy to find spot should be prepared for each fortress wing.
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: chaosfiend on September 25, 2014, 12:45:51 pm
I'll watch this for a while, and tenatively put my hat in the ring for the game. It looks like alot of fun. Haven't tried the most recent update yet, and should dust off my skills in Vanilla. (Been playing too much Masterwork XD)

I'm still a little confused at the way this idea all plays....but I'll continue to watch to see if I can get the gist better.
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: Plancky on September 25, 2014, 02:56:16 pm
Save downloaded will start Specimen recovery specialist(adventurer) soon.
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: pisskop on September 25, 2014, 03:00:20 pm
I wanted to build a 'special' fort, so I want back in for that.
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: Paaaad on September 25, 2014, 04:57:40 pm
Another update on the list: rocks, soils, and gems are done, moving on to metals. You'll notice I included Ice on the list, so I hope we can find a way to keep that frozen.

Edit: Done with metals (I also threw things like ash and coke in with those), and moving on to... Animals. Oh Boy.
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: Timeless Bob on September 25, 2014, 05:25:13 pm
Another update on the list: rocks, soils, and gems are done, moving on to metals. You'll notice I included Ice on the list, so I hope we can find a way to keep that frozen.

Edit: Done with metals (I also threw things like ash and coke in with those), and moving on to... Animals. Oh Boy.

Ice and other minerals display very nicely as "walls".  However, that would require some on-site freezing to be dug up, then built with... perhaps part of an external display?
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: Paaaad on September 26, 2014, 09:15:52 am
Another update on the list: rocks, soils, and gems are done, moving on to metals. You'll notice I included Ice on the list, so I hope we can find a way to keep that frozen.

Edit: Done with metals (I also threw things like ash and coke in with those), and moving on to... Animals. Oh Boy.

Ice and other minerals display very nicely as "walls".  However, that would require some on-site freezing to be dug up, then built with... perhaps part of an external display?

I suppose you could build the Ice wall, and then build the room around that... :-\
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: Plancky on September 26, 2014, 11:38:51 am
Have any wings been assigned classes of specimens yet?
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: ptb_ptb on September 26, 2014, 11:42:52 am
Have any wings been assigned classes of specimens yet?
Not explicitly. Although the NE wing has all the skeletons collected so far (in the tent).
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: Timeless Bob on September 26, 2014, 11:53:20 am
1st post updated with a link to the modded game file, (now nobody has to wonder if they've added in all the appropriate stuff.)
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: Plancky on September 26, 2014, 12:30:27 pm
Never done anything with modding do I have to do anything special?
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: Timeless Bob on September 26, 2014, 12:53:25 pm
Never done anything with modding do I have to do anything special?

Er, no.  I zipped the ENTIRE modded game and stuck a link to it, rather than just the saved game file.  Download and unzip the modded game (it's for windows, so I'm not sure if it'll work on a mac or linux.  If it doesn't, pm me and I'll send you the explicit raws that have been modded and you can add those changes in yourself.)

When you have the modded game extracted, grab the latest game file and extract it into the "save" folder like normal before starting the game.
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: Plancky on September 26, 2014, 03:08:37 pm
The blood stained Journal of Tulon Tulonthunen

5th of Slate, 2004
   I depart Castlebuds, picking a few leaves before I depart. the local population of Rhesus Macaques seems rambunctious. I travel southwest into the Autonomous Forest, picking leaves as I go. I sleep that night on the shore of the Pleated gulf.

6th of Slate, 2004
   Dine on the cave lobster I brought with me for breakfeast, I am still drowsy, Didn't get the greatest sleep on the shore. I travel into the swamp of Flying. I attack a sturgeon  while crossing a river figuring it would be a nice prize for our natural history museum but it proves to fast and swims away. I continue on....to the Sienna jungle and have a lunch of more cave lobster. I have encountered a black bear which seems intent on getting me Which I dispatch with my short sword. accidentally sever off its head in my combat. Tis a shame. would have been a good specimen if I had not done that. I take the head none the less. Not to much weight to impede my journey, butcher the bear corpse for food and possible trade items. Keep some of the blood for drinking am tired of just having water. I dine that evening on black bear spleen and blood. I turn north not trusting the elfish settlements to provide safety, choosing to sleep another night on the coast. I continue picking leaves of various plants as I go.

7th of Slate, 2004
   I wake to heavy fog, and it snowing. I have the last of my cave lobster and black bear blood for breakfast. I cross the a river that morning try to get a sea lamprey but it proves to fast. Then encounter wolves. a pity this battle will not yield specimens. In the middle of the battle I stopped and filled my water skin with wolf blood. I killed one wolf injured a couple others and was able to make an escape. Passed be Icycyclone,  Chamberlarks, and Zenithsquids today. Encountered wolves again. Survived, what I thought was a mortal wound seems to have stopped bleeding Looks like I may have some nice scars on my head. I stop and have a meal of black bear heart and wolf blood for the evening. Wolves again! Survive with some injuries to my left hand. Still appears functional. Wondering if I can make the coast before nightfall. Spot a kiwi hen but alas that has already been submitted. Dine on black bear liver and wolf blood before calling it a night on the coast between the Hill of Galleries and the Pleated Gulf.

8th of Slate, 2004
   Another morning of heavy fog and snowing. Breakfast of wolf blood and black bear lung. Wolves once more. How I am tired of the sight of them. Escape after killing one. Stop and eat more black bear lung while traveling east towards some hamlet. And again wolves....this time able to slip away without being seen by them. I stop and drink from a river on my way to this hamlet. I notice I am crying. I really hope not to see another wolf again. I make it to the hamlet of Racktalk. Abandoned and ruined hoses are what greets me maybe there are some souls here. empty fields. Well I will check out The Weak Frill while I am here. An elven administrator is here. A silver throne is set up next to the doors. I talk to the administrator for a bit. Then go about the structure. only three elves guard the structure, a swordsman, bowman, and a spearman. I think I will stay here the night a nice change from the outdoors. I dine on black bear tripe and wolf blood.  I trade the last of my food from the bear for a ramie plant fiber headscarf. The administrator grants me permission to stay the night.

9th of Slate, 2004
   I eat a spinach leaf and drink wolf blood for breakfast and pass on the urge to have the administrator become a specimen. this elfish civilization is not the one that has attacked us. No fog or snow this morning just a gentle breeze from the west. I travel south. I stop at a river and dine on red spinach leaf and the last of my wolf blood while watching an alligator snapping turtle. More wildlife we already have. well either way I am developing a good collection of leaves as long as I don't end up eating them all. and I still have that black bear head. coming upon another river I spot a male platypus and a female sturgeon. I attempt to sneak up on the platypus. Successfully strangled it to death, tore one of its arteries in the process. Emerge from the river to find wolves. I sneak away. The next river I encounter a sea lamprey. I kill it, but mangle it in the process. I take the corpse and proceed south to the town of Strappedhonor. I grab a few unguarded apricots, persimmons, and bayberries from a warehouse.  Then next warehouse has unguarded gems, weapons and armor. Score! I pass on the weapons and most of the armor, I do grab some of the gems. I run into a general as I am exploring the warehouses. the general tells me about his life as an engineer. I have a persimmon and water for lunch.
   I head into the keep known as the Glad Castle and there the law-giver is talking to an adminastrator about the army of Tadin Adoreplay marching on Winghumid. I sleep in one of the towers that night.

10th of Slate, 2004
   I have water, bayberries, and apricots for breakfast this morning. I head southeast to the hamlet of Luredchucks. I stop and check out The Club of Nails while there. An elf swordman there tells me about a hamlet called the Trustedsnacked in The Fresh Prairie is having problems with outlaws. Not my problem. I travel on, heading south avoiding settlements. Stop and eat spinach and drink some water. As I continue to head south I stumble upon some groundhogs. I am able to sneak up and strangle one to death. Try to get a sturgeon in the river again and fail. I am in the Wilted Hills now. I come upon some emu. So I check my to see if they have been collected. and realize that they have and so has groundhog and platypus. Well butchering time then. I decide to head west to the coast maybe I can get some interesting stuff there. I enter The Jungle of Enchanting. I come to the coast of The Pleated Gulf where I spot a crab, which I kill. The corpse is a bit mangled but don't know of a more pristine way to kill it. Find some sea otter but they have been done already. Then came upon an osprey which I strangled to death. Stop for a snack of groundhog intestine and water. Then head east where a hamlet should be since I am now getting tired. I am debating on abandoning my black bear head seeing as I am getting encumbered. Wonder when I should head back to the museum and deposit my haul. Well I will sleep on it. I have arrived in the hamlet of Nurturedmyth, I butcher the bear head in an abandoned house. I need to shed weight lest it be my death.

11th of Slate, 2004
   Spent the night in the house, had platypus meat and water for breakfast. Well I will check out this town, then might head back. Not looking forward to wolf attacks, which I bet will be in my future. Well the houses here are all abandoned and picked clean. The well still works, so I fill my water skin. I guess I will check out the Imperial Fissure while I am here. The only soul is an administrator which has ruled this hamlet since 130.... well there are some nice weapons here, I swap out my large copper dagger For a nice bronze pick and boning knife. I could definitely retire here, Overthrow the administrator and claim all as mine, but I have to journey more. I snack on some spinach leaf while consulting my maps. Tempted to make a run west to Ceilinglances but I see no sheltering available between. Hmm...forest retreats to the south... back I guess, skirting the coast. I have a decent haul. Stopped for a meal of groundhog meat and water outside Strappedhonor. Headed north and wound up being attack by wolves again slew two the others didn't notice me. Butchered the two I slew. Took the meats and fat. The specialist at the Natural History Museum deserve to dine on wolf. I end up sleeping on the coast. woke once in the night by some kiwis and kangaroos moved farther north before going back to sleep.

12th of Slate, 2004
   Ahh... another morning of heavy fog and snowing. groundhog meat and water for breakfast. Still hungry afterwards but am to full to eat more. Attacked by a wolf while crossing a frozen river. Butchered it and kept the fat and meats, along with some blood. I eat some wolf liver before heading on. just to get attacked again by a wolf which I dispatch with the pick I had picked up. More wolf meat for the specialists. Stopped for some wolf meat and water before crossing a river which has a platypus swimming in it. Spot more wolves after crossing they haven't seen me. I sneak away. By the gods wolves are everywhere another river and I see more wolves. I move west along the river avoiding the wolves. Then stop and had some water and wolf meat before crossing. Just to emerge from the river and walk into a wolf. I make it back to the coast just before night fall. Spot a horseshoe crab woman, which I dispatch. I call it a night just up from where I encountered the horseshoe crab woman.

13th of Slate, 2004
   A wonderful breakfast of wolf blood and black bear brain. Stop for a snack of wolf meat and water before crossing a river that has a platypus swimming about in it. And of course as I travel north of the river I am ambushed by wolves. Slay most, a couple get away. Butcher the dead and take the fat and meats. Head north to another river where I encounter a giant eagle and giant ravens fail at subduing them and they escape. As I continue north another ambush by wolves. Survived, butchered the dead and to fat and meats. Onward north after a snack of wolf meat and blood. Sleep on the coast again.

14th of Slate, 2004
   I awake another morning to heavy fog and snowing. I have a breakfast of wolf meat and liver. I travel Northeast and spot some giant dingoes. Probably best to avoid. I spot some more giant ravens, lets see if my luck is better this time. Dropped my overloaded backpack and try my luck. I kill it but my foot was bitten in the process. I am now resorting to crawling. After traveling a bit I am able to walk again but I think my nerves in my foot are damaged. I will definitely remember this incident in The Forest of Memory. I stop and dine on wolf blood and heart. Onward east now. Take another break to dine one wolf blood and wolf meat. I keep seeing moose here in the Sienna Jungle. Once again I sleep on the coast.

15th of Slate, 2004
   Heavy fog with rain greets me this morning. Had a breakfast of wolf meat and blood. As I travel east I stop to drink some water from a river and eat some wolf meat. More traveling

16th of Slate, 2004
   Morning of fog and rain. Slept on the coast last night. Starting to long to sleep underground again where wolves do not live. They fill my dreams.
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: Plancky on September 26, 2014, 03:38:32 pm
Well dead by boogymen. Didn't make it to the coast in time.
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: Paaaad on September 26, 2014, 03:49:49 pm
Are all of your Specimens in your backpack? I imagine another adventurer could pick them up if that's the case.
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: Plancky on September 26, 2014, 03:59:24 pm
Yep. I plan on sending a one dwarf search party.
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: Timeless Bob on September 26, 2014, 04:07:59 pm
It is like that on the site.  Off site, its much better.  And like I said, for whatever reason it was the best Ive had in this world @ the fort I built.

Which is odd because I was able to adventure around the museum without any particular trouble. We could do a 'raw genocide' on unicorns + rhesus macaque. They could be causing most of the lag.

[EDIT] Vaporizing the unicorns and rhesus macaque didn't do anything useful.

I'm going to see if the FPS is still bad in fortress mode.

[EDIT] Yeah, it seems to be an adventure mode problem. Taperedceilings is running pretty well in fortress mode.
pisskop, I guess you don't have any earlier saves? It's pretty brutal but at this point I think abandoning the current natural history museum location or abandoning your progress might be the only way to fix this.

I could move the collected items right to the edge of the fortress then an adventurer could fast travel right up to the outside of the fortress. He'd only have to move a couple of steps to get inside and pick up everything. Then he could take them all away to your fortress before someone (planky?) has the job of making a new natural museum site somewhere that doesn't have massive FPS problems.

Or, we could roll-back to before pisskop's turn. :(

Unless anybody else has any ideas? We could post in another forum asking for an FPS recovery expert.

[EDIT] I went ahead and did that (http://www.bay12forums.com/smf/index.php?topic=144133.0).

[EDIT] On second thoughts, I think I overreacted a bit.  As long as the fortress mode FPS isn't too bad the adventurer can drop items right at the edge of the fortress map.  A suitable easy to find spot should be prepared for each fortress wing.

Most of the Museum buildings are built within five squares of an edge anyway, so dropping specimens off shouldn't prove too difficult.  What may be a good idea, however, is to pave a road completely around each embark so that there's a distinct line where adventures not in quick-travel mode know the site begins.
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: pisskop on September 26, 2014, 04:09:25 pm
Do what you do.  That fort is less than 6 months of work.
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: Timeless Bob on September 26, 2014, 04:15:17 pm
Do what you do:

Some friars were behind on their belfry payments, so
they opened up a small florist shop to raise the funds.

Since everyone liked to buy flowers from the men of
God, the rival florist across town thought the competition
was unfair. He asked the good fathers to close down, but
they would not. He went back and begged the friars to close.
They ignored him. He asked his mother to go and ask the
friars to get out of business. They ignored her, too.

So, the rival florist hired Hugh MacTaggart, the roughest
and most vicious thug in town, to "persuade" them to close.
Hugh beat up the friars and trashed their store, saying he'd
be back if they didn't close shop. Terrified, the friars did so.

The moral of this story:
Spoiler (click to show/hide)


Good journal entrees, Planky! I like that you mention the weather and what you eat as well as a line or two about the various things seen each day.  Very nicely done.
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: ptb_ptb on September 26, 2014, 08:42:56 pm
Most of the Museum buildings are built within five squares of an edge anyway, so dropping specimens off shouldn't prove too difficult.

Lol, you missed a vital point.  The museum buildings (with one exception) are next to the inside corner. So you have to walk all the way across the fortress area to get to them. :P

What is needed is a small drop-off point on the outside corner. I suggest using two raised bridges as they can be built near the real edge.

|_
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: Timeless Bob on September 27, 2014, 02:15:56 am
Most of the Museum buildings are built within five squares of an edge anyway, so dropping specimens off shouldn't prove too difficult.

Lol, you missed a vital point.  The museum buildings (with one exception) are next to the inside corner. So you have to walk all the way across the fortress area to get to them. :P

What is needed is a small drop-off point on the outside corner. I suggest using two raised bridges as they can be built near the real edge.

|_

Ah. indeed indeed.  A paved road or floor tiles can also be built right up next to the edge, so either one can become a drop-off point or space marker as well.  However, a bridge would work too - attach it to a lever over a pit and the adventurer could deposit the specimens in a "locking cellar" as well.
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: ptb_ptb on September 27, 2014, 04:03:48 am
I have been experimenting with retiring / unretiring fortresses (http://www.bay12forums.com/smf/index.php?topic=144137.0) and had another crash (http://www.bay12games.com/dwarves/mantisbt/view.php?id=8362).

I don't have any firm conclusions, but you should probably not retire adventurers in player fortresses it may also be a bad idea to retire or unretire fortresses while NPCs are visiting (merchants, liaisons, etc.). I'm not sure how you'll be able to test for that. I recommend keeping regular back-up saves in case of crashes, and if you want to be particularly cautious, do a test run for one or two game months of the fortress after you retire your adventurer. Retiring to locations near to a player fortress may also be problematic. :(
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: Timeless Bob on September 27, 2014, 05:51:14 pm
Wow.  If it gets so buggy that we start seeing regular game crashes I might have to mothall this game until those bugs get fixed.
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: ptb_ptb on September 27, 2014, 11:05:15 pm
Wow.  If it gets so buggy that we start seeing regular game crashes I might have to mothball this game until those bugs get fixed.

I think it's the same bug I saw before, just another, slightly different, way it can be triggered.  In this case I didn't retire the adventurer _at_ the fortress, but I did retire the adventurer _very near_ the fortress. I think he wandered over. I'd hate to see this thread put on hold and I don't think it's that bad, really. I'm just being cautious.
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: Plancky on September 28, 2014, 04:05:11 pm
Fps in adventure mode at the forts is interesting, one to two minutes to move a tile May partially do to my adventurer being really wieghted down(speed walking 0.099). Being weighed down is definetly part of why it takes so long to move. Paving the edges is definately a good idea.

Dropped off the following corpses at Taperedceiling:
Spoiler (click to show/hide)

Dropped of the following gems at Planesfortress:
Spoiler (click to show/hide)

Dropped the following at Castlebuds:
leaves:
Spoiler (click to show/hide)
Flowers:
Spoiler (click to show/hide)
Seeds:
Spoiler (click to show/hide)
catkins:
Spoiler (click to show/hide)
fruit:
Spoiler (click to show/hide)
Was thinking of dropping off Tulon's corspe at a wing but because of adventurer burial bug decided probably not wise.
http://www.bay12games.com/dwarves/mantisbt/view.php?id=6301 (http://www.bay12games.com/dwarves/mantisbt/view.php?id=6301)
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: Plancky on September 28, 2014, 04:10:27 pm
The  journal of Urist Usid (covered in bloody wolf prints)

Spoiler (click to show/hide)
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: ptb_ptb on September 28, 2014, 04:31:03 pm
Wow, plancky, you've been busy! Congratulations.

Now have fun museum building, or whatever. :)
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: Timeless Bob on September 28, 2014, 08:54:58 pm
OK, so we'll need to have both a male and a female of each creature, so be sure to check whether we have the correct gender already.  (Hive creatures like bees and ants have three genders, I believe - Queen, Worker and Drone.)  We may need to create a "slain naturalist's memorial" where they're memorialized with statues or something - in the mean time, we'll need to have a place set up specifically to keep their remains.  Perhaps their bodies will be useful to !Science! some day.

I wonder if the adventure burial bug could be gotten around by just interring the remains into display cases instead?

Well done, Planky!  Your efforts will surely benefit the study of naturism here on Urth for years to come!
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: ptb_ptb on September 28, 2014, 08:57:20 pm
I wonder if the adventure burial bug could be gotten around by just interring the remains into display cases instead?

Probably. Just have a bunch of slabs carved up in a tunnel somewhere.
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: Plancky on September 28, 2014, 08:58:18 pm
No axe or pick or fire-safe building materials at Castlebuds is making things interesting.
Thanks for the congrats.
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: Timeless Bob on September 28, 2014, 09:11:39 pm
Wooden training axes can cut down trees too.  Eventually you might get some miners to migrate, or you could trade extra booze to a caravan in return for some picks too, I suppose.  Also, I'm not sure but I think the aquifer still needs to be breached in Castlebuds.
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: Plancky on September 29, 2014, 12:56:04 am
Summery of events durng the spring and summer at Castlebuds.
Spoiler (click to show/hide)
Two specimens lost, spinach leaf and pesimmon fuit. Should have forbidden them right away.
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: Timeless Bob on September 29, 2014, 03:13:09 am
Just unretired Tosid Bolttakers from pisskop's save file and the game is slowed down to zero FPS about ten moves in.  However, I'm wondering if its because all the wildlife is pathing from one "wing" to another, and we happen to have four of them all adjacent to each-other?  While the game's running at "0" FPS, it's not entirely frozen - it's just taking @15 seconds (timed using my handy egg-timer here) per square to complete the movement.  I'll be attempting to move Tosid off-site and into the wilds to see if FPS improves.  Regardless, he'll need to go retire somewhere else before Planesfortress can be played in "Fortress" mode. (To avoid the "adventurer on site" crash bug.)
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: ptb_ptb on September 29, 2014, 03:52:56 am
However, I'm wondering if its because all the wildlife is pathing from one "wing" to another, and we happen to have four of them all adjacent to each-other?

It's possible, I suppose, but the FPS didn't increase when I turned all the unicorns and rhesus macques into clouds of pink fog.
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: Timeless Bob on September 29, 2014, 04:21:05 am
However, I'm wondering if its because all the wildlife is pathing from one "wing" to another, and we happen to have four of them all adjacent to each-other?

It's possible, I suppose, but the FPS didn't increase when I turned all the unicorns and rhesus macques into clouds of pink fog.

I conversed with the hammerer who'd been a previous companion, but since the site claim was made, he didn't want anything to do with Tosid, so that's interesting too.  The game crashed soon after, so I never was able to get him away from the Museum grounds (I crossed through the middle into the other sites to see if that changed anything.  No love.)
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: ptb_ptb on September 29, 2014, 05:17:29 am
You could try vaporising Tosid (dump lava on him with dfhack or something).
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: pisskop on September 29, 2014, 09:26:21 am
You could try vaporising Tosid (dump lava on him with dfhack or something).
I would prefer you not, but if you must . . .

Im not sure its my adventurer thats causing the slowdown.  It was like that from the second I entered (genned into) the site, and has admittedly gotten worse
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: Plancky on September 29, 2014, 02:25:29 pm
Well I have gotton two crashed now in the middle of the month of limestone at Castlebuds. I am currently running it a third time, to see if it happens again before I make a bug report. My next earlier save is before I reclaimed Castlebuds right after my last adventuer, which looks like I will end up going to. Castlebuds runs at 9fps unpaused so this will be !!fun!!
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: ptb_ptb on September 29, 2014, 03:43:35 pm
We could try retiring a copy of the save and examining it with a legends viewer. See if there are 2,000 blind cave ogres in the caverns or something.
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: Plancky on September 29, 2014, 04:04:43 pm
Trying that now.
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: pisskop on September 29, 2014, 04:06:13 pm
If this all craps out, could we make four forts next to one another and abandon/retire them for wings?  Thats a population of 30 - ~100 staff members.  And plenty of space.
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: ptb_ptb on September 29, 2014, 04:13:54 pm
If this all craps out, could we make four forts next to one another and abandon/retire them for wings?

Sure (IMO). That was basically the initial plan. Although, if we can't recover the items from the previous museum it might be sensible to just start a new world. :/

Or regen the old world with same settings and seeds - at least we'd know our way around. :P

We could give four players the chance to make one wing each.

It isn't clear exactly what is causing the crashes / FPS drop but I would suggest all adventurers be started in a world-gen site fairly distant from any player fortress and retired to a world gen site also fairly distant from any player fortress.

Or we could grind our teeth and wait for DF to be less buggy. D:
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: Plancky on September 29, 2014, 04:43:56 pm
Well pop isn't high.
13 Dwarves
2 Dwarf Outcasts
2 Chicken Outcasts
2 Blue Peafowl Outcasts
2 Dog Outcasts
2 Dingo Outcasts
2 Pig Outcasts
1 Human Outcasts
1 Rhesus Macaque Outcasts
1 Sheep Outcasts
1 Guineafowl Outcasts
not sure why so many outcasts.
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: pisskop on September 29, 2014, 04:49:56 pm
Well pop isn't high.
13 Dwarves
2 Dwarf Outcasts
2 Chicken Outcasts
2 Blue Peafowl Outcasts
2 Dog Outcasts
2 Dingo Outcasts
2 Pig Outcasts
1 Human Outcasts
1 Rhesus Macaque Outcasts
1 Sheep Outcasts
1 Guineafowl Outcasts
not sure why so many outcasts.
An outcast is a foreigner or somebody else not officially part of a population/accepted by the site's group.  Not all outcasts are hostile outlaws.  Refugees?
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: ptb_ptb on September 29, 2014, 04:50:31 pm
I think 'outcast' is what happens when a tame animal / civilian walks from one wing to another while an adventurer is nearby.
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: Timeless Bob on September 29, 2014, 05:03:44 pm
Well pop isn't high.
13 Dwarves
2 Dwarf Outcasts
2 Chicken Outcasts
2 Blue Peafowl Outcasts
2 Dog Outcasts
2 Dingo Outcasts
2 Pig Outcasts
1 Human Outcasts
1 Rhesus Macaque Outcasts
1 Sheep Outcasts
1 Guineafowl Outcasts
not sure why so many outcasts.
An outcast is a foreigner or somebody else not officially part of a population/accepted by the site's group.  Not all outcasts are hostile outlaws.  Refugees?

Outcasts ARE refugees.  I think maybe the next time we don't use "lair" on any of the sites.  I'll gen a new world and set it up under a new topic head so that we don't have all this clutter.  It'll be out by this afternoon.

Edit:
Took a little longer than an afternoon, but the new world is good to go.
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: Plancky on September 29, 2014, 05:15:28 pm
Outcasts ARE refugees.  I think maybe the next time we don't use "lair" on any of the sites.  I'll gen a new world and set it up under a new topic head so that we don't have all this clutter.  It'll be out by this afternoon.
Okay that works. Looking through legends viewer seems Tosid had settled at different times at more than one wing.
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: Plancky on September 29, 2014, 05:55:22 pm
It seems retiring and unretiring get me passed the crash. But does nothing about the fps.
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: Plancky on September 30, 2014, 11:20:58 pm
Castlebuds
Autumn, 2004
   No caravan, the lack of a pick or fire safe stones has put glass production on hold. We continue to produce wooden blocks and expand the botanical wing of the museum. We now have around sixty wooden blocks, have started bag production for gathering sand. Someone has eaten the bayberry fruit, It needs to be replaced. Hopefully a migrant may arrive with a pick in the near future.

lvl2
Spoiler (click to show/hide)
lvl3
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lvl4
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lvl5
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lvl6
Spoiler (click to show/hide)
Title: Re: The Natural History Museum "Adventurer succession world"
Post by: Timeless Bob on October 01, 2014, 01:09:55 am
Right - I've genned the new world and will be posting it in a new topic.  Please visit it here (http://www.bay12forums.com/smf/index.php?topic=144345.0).