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Dwarf Fortress => DF Community Games & Stories => Topic started by: Poindexterity on March 03, 2012, 01:58:28 pm

Title: Many fortress, one world: Succesion world for adventure mode
Post by: Poindexterity on March 03, 2012, 01:58:28 pm
OK, it seems we're finally about to get down on this.
The premise of this idea is that we'll all be working together to create a world STUFFED full of fun stuff for adventurers to explore.
With that being said, here's the rules...
Spoiler (click to show/hide)

And here's the turn list
Spoiler (click to show/hide)

also, here's a link to the original brainstorming thread if ya feel like ya might need that for some reason http://www.bay12forums.com/smf/index.php?topic=98593.msg2883667#msg2883667

feel free to post your ideas for a more exciting thread title.
Title: Re: Custom made adventure world by succession
Post by: Poindexterity on March 03, 2012, 01:58:47 pm
added rules

1-no cage traps.
Title: Re: Custom made adventure world by succession
Post by: Poindexterity on March 03, 2012, 02:00:41 pm
Hey guys, my PC feels like it's about to take a shit on me. (It IS eight years old after all)
Does anyone wanna take my turn just in case?
Title: Re: Custom made adventure world by succession
Post by: Loud Whispers on March 03, 2012, 02:22:03 pm
☼FIRST☼
(Non poindexterity post anyways) :P


Will await my turn gladly.
Title: Re: Custom made adventure world by succession
Post by: slowpokez on March 03, 2012, 02:27:19 pm
wait a second here... is it more then a year until my turn? ???
Title: Re: Custom made adventure world by succession
Post by: Loud Whispers on March 03, 2012, 02:48:15 pm
wait a second here... is it more then a year until my turn? ???

Says slowpokez :P
Title: Re: Custom made adventure world by succession
Post by: slowpokez on March 03, 2012, 02:50:17 pm
wait a second here... is it more then a year until my turn? ???

Says slowpokez :P
touché.
Title: Re: Custom made adventure world by succession
Post by: Graebeard on March 03, 2012, 03:20:57 pm
Yo Poindex, you should update OP with a link to the old thread for anyone looking for more info and a link to the most recent save, which in this case will be the starting save.
Title: Re: Custom made adventure world by succession
Post by: Poindexterity on March 03, 2012, 03:23:53 pm
Yo Poindex, you should update OP with a link to the old thread for anyone looking for more info and a link to the most recent save, which in this case will be the starting save.
good idea, sir.
Title: Re: Custom made adventure world by succession
Post by: Spish on March 03, 2012, 03:57:02 pm
That's a pretty boring thread title, think you could come up with a better one? You're free to move your turn down the list and let the next player (girlinhat, or if we can't find her, Loudwhispers) go first.

Some other things, I'd recommend players dump as much of their spare deadguy clothing and rock as they can before finishing up their fortress. Either into the magma sea, or into the atom smasher, both work just as well. It'll reduce lag significantly, especially when the adventurer enters and leaves the site. And until I can get DF2012 artifacts figured out, it'd probably be best if you just forbid non-build-able artifacts immediately after making them, so they never get taken out of the workshop.

Also, nix the "don't kill necros" guideline. We got 36 freaking towers fulla them. If anything, we might as well make it a bit easier for the adventurers :P
Title: Re: Custom made adventure world by succession
Post by: Tidal on March 03, 2012, 04:07:07 pm
Oh yeah! #62!~
Title: Re: Custom made adventure world by succession
Post by: Eric Blank on March 03, 2012, 04:55:33 pm
Woot! Time to plan how to screw with adventurers' heads!

It's actually 38-39 towers. I don't know if there's a necromancer pop cap per tower, or what the average is, but there is absolutely no reason not to use necromancers for nefarious schemes.

Actually, from what I've seen of adventure mode, residents respawn everytime you reload an area, so it's possible (with no !!SCIENCE!! to back this up!) this also carries over to fort mode where killing a encromancer doesn't reduce the total number of necromancers a player can encounter in the tower the encromancer came from. Which is to say infinite, if they repeatedly leave the site.
It also means there could be an infinite number of undead all at once if they don't clear the corpses from the tower with each visit! :o

If only all generated secrets were not identical copies... Or DFhack could be used to modify the generated ones on the fly. We have the RAWS, now we just need the HACKS.
Title: Re: Custom made adventure world by succession
Post by: Spish on March 03, 2012, 05:30:11 pm
^ Excited? Well I got some bad news (http://www.bay12forums.com/smf/index.php?topic=98593.780).
Title: Re: Custom made adventure world by succession
Post by: Cellmonk on March 03, 2012, 05:37:01 pm
On the question of how many necromancers could a single fort destroy? if it lasts 7 years, maybe 3? Idk how many show up when they raid.

That being said, we might want to worry about depleting the clowncar. Like this (spoilers). (http://www.bay12forums.com/smf/index.php?topic=94140.0)
I don't believe they are truly infinite. There is just a lot of them. And a single fort can kill hundreds in a period of a few years.

And that is a major issue. the lifespan thing. Why were we making them live forever, may I ask?

Title: Re: Custom made adventure world by succession
Post by: Spish on March 03, 2012, 05:54:25 pm
^ Because if we don't, after 20 or so turns, every human in the world will die of old age.

And here I was planning to turn aging back on in 200 years, make an adventurer, and then laugh maniacally as everyone I come into contact with instantly shrivels up and keels over :P
Title: Re: Custom made adventure world by succession
Post by: Kassil on March 03, 2012, 06:43:08 pm
Woohoo.
Let's get this nightmare started.
Title: Re: Custom made adventure succesion world (vote for more exciting thread title)
Post by: Eric Blank on March 03, 2012, 10:17:07 pm
Aww, this means I have to regen the world again. :(

And I was so sure that plan was going to work!
Title: more exciting thread title
Post by: Loud Whispers on March 03, 2012, 10:24:40 pm
How would we make things lairs again?
Title: Re: more exciting thread title
Post by: Cellmonk on March 03, 2012, 10:42:32 pm
How would we make things lairs again?
I think dfhack has a command that makes things lairs. we'll need to make sure that works for everyone though. For instance, dfhack works for linux and windows, but im not certain about mac...
Title: Re: Custom made adventure succesion world (vote for more exciting thread title)
Post by: Spish on March 03, 2012, 11:40:58 pm
DFusion, it has the aptly named "Protect Site From Item Scattering" command. Of course, we're still waiting for DFusion to be updated.

If anyone wants the above done to their fort but doesn't feel like downloading any programs to do it (or risking screwing things up in the process), they can just upload the save without finishing, and let us handle that part. Same with retiring it as a populated site.
Title: Re: Custom made adventure succesion world (vote for more exciting thread title)
Post by: orius on March 04, 2012, 01:19:59 am
Posting to wait.
Title: Re: Custom made adventure succesion world (vote for more exciting thread title)
Post by: Armeleon on March 04, 2012, 01:53:06 am
Can't wait to get started. Have you guys left the history revealed or kept it hidden? Also, have we genned the final world yet?
Title: Re: Custom made adventure succesion world (vote for more exciting thread title)
Post by: Eric Blank on March 04, 2012, 03:48:02 am
I'm in the process of regenning the world due to horrendous oversights. Should be ready tomorrow sometime.
Title: Re: Custom made adventure succesion world (vote for more exciting thread title)
Post by: Graebeard on March 04, 2012, 01:37:23 pm
Spish, thanks for testing this so much.  Blank, I recommend we test the new world you gen a bit more before first player gets started.
Title: Re: Custom made adventure succesion world (vote for more exciting thread title)
Post by: Eric Blank on March 04, 2012, 02:11:30 pm
Sounds like a great idea. Knowing the last three or so attempts it is liable to have corrupted terrain with candy spires, magma mountains, and the third cavern layer hovering 50 stories in the air :-\
Title: Re: Custom made adventure succesion world (vote for more exciting thread title)
Post by: A Spoony Bard on March 04, 2012, 05:05:39 pm
Can't wait for my turn...
Has anyone figured out how to contain dwarves after finishing your fortress or how to make your fortress function as a town?
EDIT: Do custom professions stay after finishing?
Title: Re: Custom made adventure succesion world (vote for more exciting thread title)
Post by: Eric Blank on March 04, 2012, 05:37:02 pm
Custom professions do stay after finishing, yes. Spish did some science on NPC actions post-abandonment in 31.25, but apparently some of it isn't holding up in 31.34, especially in that they mostly hang around outdoors and ignore meeting areas now so there's not much hope for getting dwarves inside the fortress.
Title: Re: Custom made adventure succesion world (vote for more exciting thread title)
Post by: Urist McCatkiller on March 04, 2012, 08:38:04 pm
Posting to watch. I'm not gonna take a turn, but this looks interesting.
Title: Re: Custom made adventure succesion world (vote for more exciting thread title)
Post by: Vodrilus on March 05, 2012, 03:38:46 am
ptw

Also, eagerly waiting for my turn in... Christmas time?  :P
Title: Re: Custom made adventure succesion world (vote for more exciting thread title)
Post by: Cellmonk on March 05, 2012, 06:23:45 pm
ptw

Also, eagerly waiting for my turn in... Christmas time?  :P
"Daddy, I want hundreds of beer drenched dwarven beards for chrismas. pweeeezzzzz?"
Title: Re: Custom made adventure succesion world (vote for more exciting thread title)
Post by: Tidal on March 05, 2012, 06:32:12 pm
Logistically, that will be around the time we actually get our turns. XP
Title: Re: Custom made adventure succesion world (vote for more exciting thread title)
Post by: Poindexterity on March 08, 2012, 01:36:26 pm
i am sad to say that after fighting with my PC for three days, i am coming out the loser.
Someone else should take my turn, so we can just get this thing started.


RAAAAAAAAAGE!!!
Title: Re: Custom made adventure succesion world (vote for more exciting thread title)
Post by: Spish on March 08, 2012, 04:38:08 pm
^ You don't want a turn later?

I'd volunteer to go first, but neither DFusion nor Runesmith are DF2012 compatible yet; and my vision wouldn't work without one of those two :-\
Heck, this is probably an issue with a lot of the first 10 players on the list. I think we should just let a brave volunteer take the first slot.
Title: Re: Custom made adventure succesion world (vote for more exciting thread title)
Post by: Tidal on March 08, 2012, 04:51:35 pm
Ruuuuunesmith. I can't wait.
Title: Re: Custom made adventure succesion world (vote for more exciting thread title)
Post by: Poindexterity on March 08, 2012, 06:41:06 pm
brave volunteer anyone?
Title: Re: Custom made adventure succesion world (vote for more exciting thread title)
Post by: Kassil on March 08, 2012, 07:23:27 pm
Next up should be girlinhat, shouldn't it?
Title: Re: Custom made adventure succesion world (vote for more exciting thread title)
Post by: ab00 on March 08, 2012, 09:32:56 pm
New title idea: "Many fortress, one world: Succesion world for adventure mode"
Title: Re: Custom made adventure succesion world (vote for more exciting thread title)
Post by: Poindexterity on March 08, 2012, 10:34:28 pm
New title idea: "Many fortress, one world: Succesion world for adventure mode"
as the only voter, you win.

and of course id like a later turn  :D
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Cellmonk on March 08, 2012, 11:11:58 pm
So with the new release, If I created a bunch of vampires in my fort, would they plague other ppl's forts after me?
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Spish on March 09, 2012, 03:14:53 am
^ Only if the other players share the same civ as you.

"Many fortress?" :P
Throw a Mo˙oecamo up in that there title.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Kassil on March 09, 2012, 06:55:58 am
I've pm'd girlinhat earlier today, we'll see what happens I guess.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Will_Tuna on March 09, 2012, 07:13:57 am
We should make an updated version of the list that respects the order of the list, but people that havn't re-checked in should be giving- less time to answer there call, like 1 day or so. so the pace of this project goes as fast as possible!
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Girlinhat on March 09, 2012, 10:55:28 am
So who's got the world, or am I first on the list now and am I genning it?  I can handle long histories and medium-sized worlds, if I'm handling it.  I can also handle some 16x16 embarks on pause, so if anyone wants to find upright fun...
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: bayar on March 09, 2012, 10:56:01 am
Add me to the list.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Spish on March 09, 2012, 11:54:14 am
So who's got the world, or am I first on the list now and am I genning it?  I can handle long histories and medium-sized worlds, if I'm handling it.  I can also handle some 16x16 embarks on pause, so if anyone wants to find upright fun...
Where have you been? We finished generating that world a while ago. Make sure you apply the 34.05 rawfix to the save.
http://dffd.wimbli.com/file.php?id=5755
(speaking of which, you oughta put that in the OP, Poindexta)
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Girlinhat on March 09, 2012, 12:15:58 pm
I stopped paying attention to the brainstorming thread and was just informed of this one ._.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Spish on March 09, 2012, 03:56:42 pm
Well, since you're only just now finding out about this, feel free take as much time as you want to prepare for your embark, and let us know when you've started. It's not like we're in any sort of hurry here, considering the lack of fortress-tweaking software :P
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Girlinhat on March 09, 2012, 07:28:01 pm
I'm thinking... the theme shall be "Borehole."
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Spish on March 09, 2012, 08:35:02 pm
Like a vertical hole-in-the-ground type fortress dealie? All the way to the magma sea even? Sounds good, especially if we can kick enemies into it.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Girlinhat on March 09, 2012, 09:05:31 pm
Spoiler (click to show/hide)
Ideally something like this.  A deep hole drilled straight through to the magma sea (lava see, since it can see daylight?) with walkways carved into the walls and rooms buried in the stone.  The walls around the top edge would curve around into a short spire from which THIS IS SPARTA could be performed liberally.  Additionally, the above-ground structure there would contain an reservoir and pump area, coupled with the rest of the borehole's pump system, well...  The whole thing erupts and overflows (right when you get to the bottom!)
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Kassil on March 09, 2012, 09:09:15 pm
Stylish. An artificial volcano. That should be Fun for adventurers who pull the wrong lever.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: DS on March 09, 2012, 10:53:42 pm
Sounds exciting, but recall that you only have 10 days with which to pull off such a project.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Girlinhat on March 09, 2012, 11:07:53 pm
I embark fresh in the morning!  Gonna get a nice binge of dwarf in there and violate the all the stone.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Spish on March 09, 2012, 11:27:24 pm
Also, be sure to set an example as the first fortress and pick a spot that's easy to reach from the closest kingdom. In a large world like this one, getting around can be really freaking difficult (especially with the new rivers).

By the way, what civ are you going with?
(I'm really gonna miss The Mirthful Lizard-Crab from our first attempt :( )
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Girlinhat on March 09, 2012, 11:58:40 pm
To be honest I haven't even opened the save yet :D  Probably whatever sounds the least appropriate and/or has the closest mountainhome.  Since I'll be producing dwarf-sized armor, it should be close to a dwarf starting point.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Gizogin on March 10, 2012, 01:27:09 am
Ooh, didn't realize this had started.  I'm posting to watch, though it'll definitely be a while before my turn.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Spish on March 10, 2012, 02:28:04 am
To be honest I haven't even opened the save yet :D  Probably whatever sounds the least appropriate and/or has the closest mountainhome.  Since I'll be producing dwarf-sized armor, it should be close to a dwarf starting point.
Keep in mind that you can't actually start at dwarf/elf/goblin sites because they don't exist :(

While we're at it, I'd recommend lowering the pain receptors on Bone tissue to 20. At this level; one cracked/chipped bone puts you in pain, two puts you in extreme pain (but is recoverable and doesn't always knock you out), and three is basically the same as what normally happens when you break a bone with 50 pain receptors (certain death, assuming you break all three in quick succession). In addition to drastically cutting down on cheap deaths, this also makes bogeyman a lot less annoying. Doesn't take into account skin+tissue+muscle torn by arrows, but chipped arrow wounds are at least survivable now (if only barely).
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: DVNO on March 10, 2012, 04:12:07 pm
To be honest I haven't even opened the save yet :D  Probably whatever sounds the least appropriate and/or has the closest mountainhome.  Since I'll be producing dwarf-sized armor, it should be close to a dwarf starting point.
Keep in mind that you can't actually start at dwarf/elf/goblin sites because they don't exist :(

This might be fixable.

I'm no !!Scientist!! but giving [DEFAULT_SITE_TYPE:CITY] to every civ might make them build human cities.

Dunno, Testing 

EDIT

Happy to say my orc adventurer is buying Chitin greaves from a tame zombie human trader in Eviltames, Orc Town
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Girlinhat on March 10, 2012, 06:37:26 pm
The world is already underway, and it's a massive world.  I embarked and started, and realized I was human.  Humans are now 80% dwarfier.  Begun digging.  Lots of digging.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Graebeard on March 10, 2012, 07:28:07 pm
It has begun. (http://www.youtube.com/watch?v=LrQ2pKMwQC4&feature=related)
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Loud Whispers on March 10, 2012, 07:33:52 pm
I am still uncertain as to what I shall create... They say the best plan can be spontaneous.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Spish on March 10, 2012, 07:41:45 pm
Well that makes sense, you can't have a Spartan fortress with just anyone, after all.

Make sure you forbid your artifacts (the non-constructable ones at least) immediately after making them, so they don't get taken out of the workshop until you can figure out some scatter-safe method of storing them for adventurers.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: DS on March 10, 2012, 07:54:35 pm
The world is already underway, and it's a massive world.  I embarked and started, and realized I was human.  Humans are now 80% dwarfier.  Begun digging.  Lots of digging.

It would be useful to future players to have a reference list of civilizations, so people can easily see what race they are embarking as. I'm on it.

EDIT: Actually, on the embark screen, you can just look at the civilizations. There are a few that have conquered others (such as a human civ with a few goblin towers), but it is easy enough to tell just by looking at the map.

I discovered, however, that we have 10 human civs, 10 elf civs, 10 goblin civs, and 10 dwarf civs. Only one civilization - the Spider of Finders (goblins) - has been wiped out (they have no more sites), and their last entry in Legends is a lost battle in 90 (the world is somewhere around 300).
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Eric Blank on March 10, 2012, 10:54:57 pm
It was actually rather difficult to find this thread again...

How goes the game? :D


Also, you can tell what race your civ is by changing to the diplomacy/civs-available-for-trade/war screen after selecting one. The race listed at the top is your civ, and the race by which your fortress will be populated. Everything below that will be other civilizaions that have access to the site.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Loud Whispers on March 11, 2012, 07:16:01 am
While we're at it, I'd recommend lowering the pain receptors on Bone tissue to 20. At this level; one cracked/chipped bone puts you in pain, two puts you in extreme pain (but is recoverable and doesn't always knock you out), and three is basically the same as what normally happens when you break a bone with 50 pain receptors (certain death, assuming you break all three in quick succession). In addition to drastically cutting down on cheap deaths, this also makes bogeyman a lot less annoying. Doesn't take into account skin+tissue+muscle torn by arrows, but chipped arrow wounds are at least survivable now (if only barely).

I don't think you appreciate just how painful chipped bones are :P

Anywho, broken bones tend to indicate your dead regardless. Cheap deaths are the best deaths!
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Girlinhat on March 11, 2012, 11:22:59 am
While accurate, it's also not fun.  Insta-death in adventure mode is not conductive to an enjoyable experience.

But I'll leave that for someone after me to mod.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Eric Blank on March 11, 2012, 11:47:42 am
Spoiler (click to show/hide)
Ideally something like this.  A deep hole drilled straight through to the magma sea (lava see, since it can see daylight?) with walkways carved into the walls and rooms buried in the stone.  The walls around the top edge would curve around into a short spire from which THIS IS SPARTA could be performed liberally.  Additionally, the above-ground structure there would contain an reservoir and pump area, coupled with the rest of the borehole's pump system, well...  The whole thing erupts and overflows (right when you get to the bottom!)

Damn... You stole my idea! Almost to the letter. That's actually my preferred fortress layout, except that I always make a 11x11 square hole with five tiles on every edge and usually don't bother to go below the first caverns with it just because I have so much damn room
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Spish on March 11, 2012, 01:16:22 pm
If you're gonna be humans, you might as well make human equipment, importing steel from the dwarves. High-quality steel/adamatine scimitars/longswords/two-handers/morningstars/flails/greataxes/halberds/daggers/whips are usually impossible to come by in vanilla adventure mode.
I don't think you appreciate just how painful chipped bones are :P

Anywho, broken bones tend to indicate your dead regardless. Cheap deaths are the best deaths!
I hate when people around here pretend to be real-life experts on things they're obviously not. Besides, this is a fantasy game; you can get stabbed numerous times in the stomach and chest, and still be able to walk it off, or get your arm torn off, and even with no application of first-aid only lose just enough blood to become 'faint.' At 20 pain receptors, a chipped bone (plus pain from the skin/tissue/muscle the dagger or arrow tore through to get to it) is still enough to cause extreme, fainty pain, but only just.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Loud Whispers on March 11, 2012, 02:09:50 pm
I hate when people around here pretend to be real-life experts on things they're obviously not. Besides, this is a fantasy game; you can get stabbed numerous times in the stomach and chest, and still be able to walk it off, or get your arm torn off, and even with no application of first-aid only lose just enough blood to become 'faint.' At 20 pain receptors, a chipped bone (plus pain from the skin/tissue/muscle the dagger or arrow tore through to get to it) is still enough to cause extreme, fainty pain, but only just.

1. What implied that I said I was an expert? I'm basing this off personal experience. Personal experience =/= expert?
2. The whole limb ripping thing is caused by a bug. Doesn't even bleed a bit if the limb is ripped off cleanly. Arguing about making the world easier by justifying it with a bug is hardly a sound one :|

Plus, this probably should've been discussed in the original thread, before we already started playing it :\

Ah, and if you're getting stabbed in the stomach and chest, and walking it off, your game might be a bit broken :P
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Spish on March 11, 2012, 02:19:40 pm
2. The whole limb ripping thing is caused by a bug. Doesn't even bleed a bit if the limb is ripped off cleanly. Arguing about making the world easier by justifying it with a bug is hardly a sound one :|
So is the whole "pass out 6 times from a broken finger" dealie. Either way, I'm pretty sure that Toady intended severed limbs to be survivable. What's screwed up is that broken bones, no matter how small, are unsurvivable.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Powder Miner on March 11, 2012, 02:26:01 pm
I didn't pass out from any of my broken arms, one of which overlapped itself. I could function enough to get to the ER (not driving, because I'm not yet old enough, but...).
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Cellmonk on March 11, 2012, 02:49:33 pm
I always just put Willpower up to superhuman in my adventurers. Then broken bones don't make me pass out most of the time, unless, I'm also being kicked in the head.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Kassil on March 11, 2012, 04:18:09 pm
As something of an unwilling expert on the subject of pain, I have to say that the amount it impacts you depends on two things - one is the severity of the injury (chipped bones will hurt like hell, yes, but there are worse pains) and the other is your own pain tolerance. I'm capable of remaining functional, at an impaired level, under situations that would - and do - cripple other people I know.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Poindexterity on March 11, 2012, 05:09:08 pm
As something of an unwilling expert on the subject of pain, I have to say that the amount it impacts you depends on two things - one is the severity of the injury (chipped bones will hurt like hell, yes, but there are worse pains) and the other is your own pain tolerance. I'm capable of remaining functional, at an impaired level, under situations that would - and do - cripple other people I know.
adrenaline being a third factor. If im terrified, i can withstand levels of pain that would FLOOR me were i to be all chillin and whatnot.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Kassil on March 11, 2012, 05:10:09 pm
As something of an unwilling expert on the subject of pain, I have to say that the amount it impacts you depends on two things - one is the severity of the injury (chipped bones will hurt like hell, yes, but there are worse pains) and the other is your own pain tolerance. I'm capable of remaining functional, at an impaired level, under situations that would - and do - cripple other people I know.
adrenaline being a third factor. If im terrified, i can withstand levels of pain that would FLOOR me were i to be all chillin and whatnot.

True. Adrenaline is one hell of a functional anesthetic/cushion against pain.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Eric Blank on March 11, 2012, 05:48:04 pm
And we can all agree that just about everybody in DF would be pumped up on adrenaline like a pissed off gorilla with a hangover. :P
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Loud Whispers on March 11, 2012, 05:57:33 pm
I always just put Willpower up to superhuman in my adventurers. Then broken bones don't make me pass out most of the time, unless, I'm also being kicked in the head.

Exactly. The people who pass out from dented fingers, are the people who removed all points from willpower assuming it was useless :P

Hell, even above average willpower results in an adventurer who can jump off bridges and still stay conscious.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Eric Blank on March 11, 2012, 06:51:17 pm
Hell, even above average willpower results in an adventurer who can jump off bridges and still stay conscious.

False. Adventurers with High Willpower will usually pass out after jumping 2 z-levels, or with a broken bone. I ALWAYS use at least high willpower and endurance, and it's still true that just about any broken bones/marksman-induced injuries will result in passing out from pain, which results in death. It's fairly ridiculous how wimpy creatures are in regards to pain tolerance, but I'm not sure if taking action would be appreciated by the community at large.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Loud Whispers on March 11, 2012, 07:41:18 pm
Tried this with +1 above average willpower, average endurance;
Spoiler (click to show/hide)
Didn't stop me from dragging myself around the caverns ^-^

Oh and that was a 5 z lvl fall...
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Spish on March 11, 2012, 09:06:19 pm
^ Because you ruined your spine in the process, so you couldn't even feel anything (hence, no flashing pain symbol). I just took one of my old, high willpower adventurers and he passed out three times after falling and breaking two bones (one fractured and the other jammed through the skin). And that was with modded bones, too. Edit: Apparently, open fractures (jammed bones) are twice as painful as regular ones, that certainly makes sense.

40 or 30 pain receptors wouldn't be bad either, but I concede that it's all up to you as the next player after Girlin. I encourage you try out a long-term adventurer on this particularly large world, grind up enough armor, skills and companions to make an expedition to a fortress on the other side of the region, and decide for yourself whether or not sudden and unavoidable death is good wholesome Fun.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Babylon on March 11, 2012, 10:21:57 pm
Posting to watch, looking forward to my turn.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Girlinhat on March 12, 2012, 10:49:54 am
In today's news, Urist McMiner has struck copper while digging in the borehole project.  In an interview he reported 'I dunno, I was just doin' me job when I realize, this is copper!  Native copper!  Great stuff, this.  Makes picks, armor, barrels, great a build with...'  The furnace workers confirmed that the brownish ore was indeed copper and has been stockpiled alongside the existing copper from the other 341 times that the miners have found copper veins in the pit.

After this commercial message, breaking news!  Urist McMiner has struck more copper!
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Vodrilus on March 12, 2012, 01:41:42 pm
Urist McMiner
I'm having a hard time keeping your settlers human in my mind's eye. My cup of dwarfiness overfloweth...
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Girlinhat on March 12, 2012, 01:46:35 pm
In the name of construction, I enabled fastdwarf (fasthuman?) and set the majority of my population to digging and such.  The results are not promising.  I'm getting 5-10 FPS, a season takes like 5 hours, and I'm going at a rate of ~one level every 45 minutes.  I'm currently at z-15 and magma is at z-150.  At this rate I simply won't be able to finish the grand design.  I think I'll suffice for a lesser design, and try again on a smaller world for faster speed and the entire borehole.  Instead, this embark will be a deep pit with a human town built at the bottom, optionally flooded with magma.  The sheer size of 150z pump stack is daunting enough that I might suffice for a less amazing idea.

Future fortresses beware: world be deep!
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Gizogin on March 12, 2012, 02:09:12 pm
I just read through this thread in detail for the first time, and I'm a little bit confused.  Some of that is probably because I stopped following the brainstorming thread a while ago, but still.  I gather that there are a few mods in place, like the ability to play as any race and the removal of aging; are there any others that are worth mentioning? 
What's the big deal about not having access to DT and DFhack?  I haven't ever used DT, and I haven't been able to use DFhack since I got my Mac, so I don't really see why it's such a problem.  That said, I haven't actually used either of them, so I don't really have the same perspective as those of you who rely on it.  Would I be correct in assuming that DT is one of those "once you use it, you realize how much more stuff you can do, and never want to go back" things?
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Spish on March 12, 2012, 02:15:57 pm
^ You can't disable item scattering on a site without DFusion, which is not only convenient and reduces lag, but is absolutely necessary for some fortress designs. Like mine, which is supposed to be a Resident Evil style dwarf fortress filled with zombies and forgotten beasts; the plan was to hack the zombies to death, and finish so that the corpses reanimate in specific places when the adventurer arrives (however, if the corpses scatter everywhere post-abandonment, I may have to settle for something different)

That's weird, I used fastdwarf to build a deep, 100 z-level pit and finished it in less than an hour only using 4 dwarves (granted, it was probably a much smaller in diameter than yours). The alternative idea still sounds pretty cool though.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Eric Blank on March 12, 2012, 02:19:33 pm
Honestly I didn't feel any increase in my productivity using DT. I only used it a few times, but wasn't impressed. Starting to sound like we're discussing a drug...

Also, I would wager GIH's humans aren't hyped up on booze and thus slower. Toady never did change how that works...
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Girlinhat on March 12, 2012, 02:38:33 pm
My humans are drunk, and more importantly they're fastdwarf 1 - so they have [SPEED:0] enabled.  I edited raws to enable [SPEED:0] on humans and the result was identical to fastdwarf, so I un-edited the raws.

My pit started at 101 diameter, so yes it's a considerably large hole.  Current width is 95 I believe, or 97, think I was getting ready for 95.  I also have like a dozen miners and two dozen engravers, the whole pit is smoothed on each level before the level is removed - I discovered this was the easiest method as my engravers work faster than my miners, I can let my engravers get partly done with a layer before assigning the miners.  The goal of smoothing the walls has been achieved, along with like 20 legendary engravers.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Powder Miner on March 12, 2012, 07:49:29 pm
I don't dump willpower, in fact I don't dump at all and I still pass out from chipped bones.
I have a low pain tolerance IRL, too...
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Graebeard on March 12, 2012, 10:11:20 pm
Borehole thoughts: channeling would let you do w z's for the time of 1.  Stairs on the outermost edge would let engravers work concurrently w/miners.

Without accounting for pixilization, a 100 diameter hole for 150 z's is 375000*pi dig jobs :o
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Girlinhat on March 12, 2012, 10:15:01 pm
The hole narrows by 2 every 3rd level.  4th, 7th, 10th, 13th, etc it shrinks by 2, one tile on all sides.  So it's a little smaller than it was.

Either way, the issue is the time it takes the miners.  Speed 0 at this size of a world grinds down to 5 FPS, it's just not sustainable, especially during a designation phase.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Graebeard on March 12, 2012, 11:01:51 pm
You mean the speed hit when there are large designations active?  What if you split your designation macro into 2 halves or 4 quadrants?
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Cellmonk on March 13, 2012, 01:59:20 am
I recommend destroying stone while you still can. Your calculation of dig jobs is also the number of stone produced. I see major slow down after a mere 20,000 stone. If you have lava around, flood the pits!
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Di on March 13, 2012, 03:34:22 am
Girlinhat, could you outline the edge of the map in the caverns with colored floor? This would make it easier to explore them or getting out from them.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Spish on March 13, 2012, 03:43:17 am
In my experience, dumping magma-safe stone into a natural magma flow (ie. the magma sea) removes it from existence. Course, you could always just use the DFhack 'autodump' tool speed up the process.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: slowpokez on March 13, 2012, 04:24:27 am
In my experience, dumping magma-safe stone into a natural magma flow (ie. the magma sea) removes it from existence. Course, you could always just use the DFhack 'autodump' tool speed up the process.
isn't it the smr that does that and not the magma? :/
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: ab00 on March 13, 2012, 09:13:15 am
Well, yeah, but anything magma safe will fall through the magma sea into smr.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Girlinhat on March 13, 2012, 10:38:53 am
Girlinhat, could you outline the edge of the map in the caverns with colored floor? This would make it easier to explore them or getting out from them.
I've not yet struck caverns, and I'm not sure if I will.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Graebeard on March 14, 2012, 12:25:17 am
Any caverns  :-X
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Eric Blank on March 14, 2012, 02:57:27 am
Hmm... I wonder if Toady acknowledges that caverns can still be generated with absolutely no life whatsoever, and muddy floors that may or may not have grass. A cursed bug that ruins the excitement of sending adventurers into the caverns, that is. I recently had a fort where the first cavern layer was utterly devoid of any living organism, and the second was perfectly normal, and have often found similar bizarre things like the first cavern having nothing but tower caps and fungiwood; no animals or flora besides.

GIH; you COULD make your pit more rapidly by digging out only the outer rings, then dropping the entire thing into the SMR. It may be horrendously messy afterwards, likely to simply crash your game, and you'd still have to shave it all down to the width of the final hole into the magma sea, but should go more rapidly.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Cellmonk on March 14, 2012, 06:01:00 pm
I think the dead caverns happen when there is only water in the cavers. which is why I always set minimum water level to above 0% in gen.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Eric Blank on March 16, 2012, 01:00:24 am
But if there is no water then how can there be mud?! Damnit, video game logic!

GIH! How goes the enormous pit?
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Girlinhat on March 16, 2012, 10:48:09 am
Stalled at Z-16.  Turns out I've got like 100k stone on the map.  So I'm gonna build a little settlement at 20 FPS and call it done.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Spish on March 16, 2012, 11:25:28 am
Be sure to destroy the stone so it doesn't slow US down.

Also, mandating the construction of some steel morningstars, steel/adamantine great axes/halberds, and an adamantine dagger (forbid this one inside the forge so it doesn't get scattered into oblivion), if not all human weapons.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Girlinhat on March 16, 2012, 03:04:36 pm
Got no dwarven traders, so steel nothin'.  You want copper though?  Got some copper.  Got a lot of copper.

Also, mandating the construction of some steel copper morningstars, steel copper/adamantine copper great axes/halberds, and an adamantine copper dagger (forbid this one inside the forge so it doesn't get scattered into oblivion), if not all human weapons.
I'll do what I can!
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Eric Blank on March 17, 2012, 04:14:18 pm
Stalled at Z-16.  Turns out I've got like 100k stone on the map.  So I'm gonna build a little settlement at 20 FPS and call it done.

Yeah... Never run out of space OR materials with open pit forts :o
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Spish on March 20, 2012, 02:21:51 am
10th day of your turn, time to start wrapping things up. Destroy as much item clutter as you can, catalog your artifacts and any other notable fortress info, and devise a fitting end for the fortress.

Since everything is copper, I'd say this would be a good place to provide adventurers with starting gear. I hope you weren't planning on retiring the fortress with a bajillion legendary miners; they be instant murder for anyone who tries to fight them, kill most of them off if you must.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Poindexterity on March 20, 2012, 04:20:31 am
10th day of your turn, time to start wrapping things up. Destroy as much item clutter as you can, catalog your artifacts and any other notable fortress info, and devise a fitting end for the fortress.

Since everything is copper, I'd say this would be a good place to provide adventurers with starting gear. I hope you weren't planning on retiring the fortress with a bajillion legendary miners; they be instant murder for anyone who tries to fight them, kill most of them off if you must.
I like that you've taken the role of taskmaster upon yourself, good sir. I was reluctant to do it and had hoped some brave soul would rise to the occasion.
In the wise words of my ancestors, Go head witchya bad self.

Also, why must the miners be slain?
they'd make fantastic migrants for later human forts, would they not?
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Girlinhat on March 20, 2012, 11:13:19 am
http://dffd.wimbli.com/file.php?id=5951

ALL available clutter has been destroyed using DFHack's tool of "autodump destroy" which raised my FPS from ~19 to ~75.  Fortress was abandoned without incident and currently no significant history is provided.  The only deaths were vampire or mood related, and all artifacts were mediocre.

There should be like 2-3 sets of full masterwork copper armor + whip, with an additional 7-8 sets of master/exceptional loitering about.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Eric Blank on March 20, 2012, 12:14:10 pm
Loud Whispers! Strike the earth!

And before we forget; where is your fortress, GIH?
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Girlinhat on March 20, 2012, 03:56:12 pm
You should be able to reclaim to see the location, it's under the nation of The Glittering Nation, Humans.  I vaguely recall it being in the south-eastern region, closer to the center, but it's an exceptionally large world so I can't pinpoint it.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Spish on March 20, 2012, 04:13:50 pm
An andesite earring, eh? I wouldn't call that completely mediocre, since it's an artifact you can wear for bling satisfaction. But I hope you left it inside the workshop so I can finally test out artifacts in this version.

You can take a snapshot of the world by exporting it in legends, and reduce the filesize of the image by well over 90% if you convert it to a .png. Dex should put a map of the world in the OP, just out of principle. Perhaps adding MSPaint labels to sites of interest, but after we get the world is a bit more fleshed out.

Spoiler (click to show/hide)

Uta Siga, The Pit of Depth, is the fortress near the center of the map next to the sea, directly underneath the small island.

Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Poindexterity on March 20, 2012, 08:57:42 pm
Dex should put a map of the world in the OP, just out of principle. Perhaps adding MSPaint labels to sites of interest, but after we get the world is a bit more fleshed out.
yeah, i should, hmmm...

wouldja mind running me through how to do something like that, oh honorable Taskmaster Spish?
I''ve only been playing this for a few months and i really don't mess with much yet.
I'm willing to learn though.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Girlinhat on March 20, 2012, 09:53:37 pm
For a map of this size, I'd recommend highlighting the tile it's on, or the 5 tiles in a cross shape, and making them solid color.  It may be a good idea to run the un-touched map through a program to color bleach it black and white, then have red markers for "here there be monsters" forts, blue for "it's a town, meh" and green for "lots of free gear" and other such.  That way you could look over the map and quickly find where the points of interest are via color-coding, and make the colors stand out further from the bland map.

This would also help any fort designers to pick a location near or far from others, so they don't end up crowded.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Eric Blank on March 21, 2012, 02:22:26 pm
Good plan. We can use a biome and site map rewritten in greyscale, to display things in greater detail

It's not too hard to read them like that, really, but we MIGHT be able to come up with some way to display the watered down biome and site map in reference to the tiles displayed in game.

Only one problem: I cannot extract a biome and site map. DF crashes. GIH, coudl you export the map?
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Loud Whispers on March 22, 2012, 01:44:01 am
So can I start now?
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Kassil on March 22, 2012, 01:45:46 am
So can I start now?

Yes. Take GiH's save and get going.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Loud Whispers on March 22, 2012, 07:52:27 pm
I have begun.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Cellmonk on March 22, 2012, 07:57:30 pm
I have begun.

omgbbq!
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Eric Blank on March 22, 2012, 08:35:40 pm
I have begun.

What is your plan?
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Loud Whispers on March 23, 2012, 03:58:02 pm
Keeping as little details in it as possible ^-^

Rest assured, no one will want to enter it.

No one.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Eric Blank on March 23, 2012, 06:34:59 pm
Are you willing to put your money where your mouth hands are? :P

Also, I found an incredibly deep river canyon here.

Spoiler (click to show/hide)

That's not even the bottom of the canyon. I climbed down; it's a total of 34 z-levels from where I am standing on top the ice to the cliff above. Holy carp.

I call dibs :D

I haven't even made it to GIH's fort yet, but not for lack of trying. It's several days' travel from anything and everything an adventurer could interact with besides frigid temperatures and numerous rivers to cross.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: A Spoony Bard on March 23, 2012, 06:51:59 pm
Will Tools like Embark Anywhere be allowed?
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Eric Blank on March 23, 2012, 07:08:52 pm
The rules don't make exceptions normally, but I can't see anyone making any sort of argument against Embark Anywhere (or Just Embark (http://www.bay12forums.com/smf/index.php?topic=71007.0) which is functionally identical)

I look forward to spending 3 RL days trekking across a mountain range to get to your fort :P
Just don't bother embarking in an ocean; DF hates oceans and it'll spawn your dorfs trapped in slade deep underground, at which point savescumming/force-closing DF is advisablepretty much mandatory just to avoid such a weird occurrance existing in the game save.
Embarking on the shores of the high mountain lakes is pretty fun though, besides the lack of invaders.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: DS on March 23, 2012, 07:46:34 pm
The rules don't make exceptions normally, but I can't see anyone making any sort of argument against Embark Anywhere (or Just Embark (http://www.bay12forums.com/smf/index.php?topic=71007.0) which is functionally identical.

I can't see anyone arguing against embarking on top of natural areas (high mountains, etc.), but I don't think embarking on necromancer towers or human towns should be allowed. Although... having a dwarven quarter in the human capitol city might be interesting, so long as sieges are turned off (so as to prevent the death of historical figures).
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Eric Blank on March 23, 2012, 07:51:24 pm
That's true. I wasn't thinking about the exploitability of other sites... Yeah, let's avoid letting that happen without explicit permission
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: A Spoony Bard on March 23, 2012, 07:55:05 pm
The rules don't make exceptions normally, but I can't see anyone making any sort of argument against Embark Anywhere (or Just Embark (http://www.bay12forums.com/smf/index.php?topic=71007.0) which is functionally identical.

I can't see anyone arguing against embarking on top of natural areas (high mountains, etc.), but I don't think embarking on necromancer towers or human towns should be allowed. Although... having a dwarven quarter in the human capitol city might be interesting, so long as sieges are turned off (so as to prevent the death of historical figures).
Hm, some may object to my planned use of it, perhaps. I was planning to use it in case you can't embark along a road in vanilla.
My reasons to embark along a road shall remain secret. I want my fortress to be a secret until I finish...
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: DS on March 23, 2012, 10:26:59 pm
You can, in fact, embark atop roads and bridges.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Loud Whispers on March 24, 2012, 10:48:51 am
Digging designations : Complete

Considering whether or not to release pics...

Edit;
(http://img811.imageshack.us/img811/6826/whatisthisk.png)

What
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: orius on March 24, 2012, 11:18:40 am
Should players post what civilization they're playing as?  That might be useful information with the new training changes.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Loud Whispers on March 24, 2012, 02:25:27 pm
I've embarked as Dwarfs. Any idea why it says I cannot produce these items?

Quite worryingly, it now says I cannot produce drinks as well. Even though I'm still capable of brewing loads!

Also, I think no adventuring should be done with the save you intend to upload;
Found some injured humans running away from something.
Spoiler (click to show/hide)
Dwarf necromancer invading a town.

This world is a bit odd :P
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Spish on March 24, 2012, 05:18:26 pm
Not sure why. Never seen or even heard of that happening, ever. I did a test reclaim of the Pit of Depths, and I was able to make items just fine. My first thought was 'too many items to fit in the save", but that doesn't seem right to me.

I did however notice that Girlin didn't apply any of the 34.05 raw updates, as it still gives you the b_detail errorlog.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Loud Whispers on March 24, 2012, 05:26:36 pm
1. How much time do I have?
2. I have Dwarfs over the age of a thousand. I don't recall the starting 7 being vampires, so I assume someone changed the maxage?
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Spish on March 24, 2012, 05:31:06 pm
1. Assuming you started on the 22nd, you have 8 days. Maybe an extra one since you started late in the afternoon.

2. Aye, we had to make dwarves/humans semi-immortal. Because once a person is born in DF land, their age of death is hard-coded into their DNA; so removing aging after worldgen was not an option.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Girlinhat on March 25, 2012, 02:45:20 pm
That's DFHack acting up.  Go into workflow and disable those.  That was my previous workflow orders I was using to keep my stocks above a certain level.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Loud Whispers on March 25, 2012, 04:16:35 pm
Mirrored post (http://www.bay12forums.com/smf/index.php?topic=105526.msg3129586#msg3129586)

I shall now release one image of what I have been up to.

(http://img534.imageshack.us/img534/589/strikingoil.png)

I think I found water.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Eric Blank on March 26, 2012, 02:36:50 am
Girlinhat; would you like to write anything about your fortress? I already visited it and wrote a large paragraph or so of a traveller's brochure if you're not interested but want a good description of it.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Girlinhat on March 26, 2012, 09:34:49 am
Since I didn't see it as far as I was hoping to take it, I don't have anything specific to say, except that it resembles a spiked drop pit that hasn't been sharpened in a while.  I wish overseer were working!
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Di on March 26, 2012, 11:15:37 am
Hey guys, it seems I won't have that much time to devote to planning and creating anything remarkable in near future.
Remove me from the list.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Eric Blank on March 26, 2012, 01:36:00 pm
I just had an interesting idea: Why don't we PM the next player down the list before their turn has even begun and give them our expected date they'll be able to begin, asking if they think they'll be able to participate? That would save months from the entire process, especially if they get the chance to test whether their machine will be able handle it properly beforehand (minus the fort currently being produced, at least...)
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Loud Whispers on March 26, 2012, 01:43:01 pm
Hopeful thinking, but would I be able to eat into Di's time if I can't get it done a week from now?
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Girlinhat on March 26, 2012, 05:05:23 pm
Considering the years of time expected to complete, skipping would be preferred instead of double-dipping.

Alerting the next person halfway though a turn sounds ideal to me.  That gives them 5 days to prepare for their 10 day turn, and do any machine testing or idea scheming.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: ab00 on March 26, 2012, 05:22:53 pm
I think that if you are in need of extra time, and the next person skips or drops their turn, you should get a day or two of theirs. It's still 8 or 9 days shaved off the time for people farther down, and it gives you a chance to get something really cool into the world rather that a half-finished project and something slightly interesting thrown together on the last day. The way I see it, this world is about creating an exiting journey for adventurers, and comparing something thrown together in a day to a megaproject is like comparing a child gate to the Great Wall of China.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Poindexterity on March 26, 2012, 06:35:12 pm
ok, my pc is capable of running DF again.
do i wait till the end or can i take the next turn?
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Eric Blank on March 26, 2012, 08:28:01 pm
Hmm... Di just dropped out, Loud Whispers wants a couple more days, and Di's absence is the perfect opportunity for Poindexter to tak his turn.

ab00 has a good point, though. If Poindexter wasn't prepared to take his turn now, Loud whispers could easily take another day or two without much problem for us.

The rules provide for another 48 hours after the end of your turn to upload the file before being skipped. Technically, Loud Whispers, you can use that to work a bit more, but if you upload even half an hour late - or come within an hour or two of the deadline just as likely - you run the risk of being ignored. Unless Poindexter thinks he can afford to lose a bit of time/can't begin quite yet anyway, but shearing off a day or so of time he could be spending playing when his schedule isn't free the entire week after isn't fair.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Poindexterity on March 26, 2012, 08:39:44 pm
Hmm... Di just dropped out, Loud Whispers wants a couple more days, and Di's absence is the perfect opportunity for Poindexter to tak his turn.

ab00 has a good point, though. If Poindexter wasn't prepared to take his turn now, Loud whispers could easily take another day or two without much problem for us.

The rules provide for another 48 hours after the end of your turn to upload the file before being skipped. Technically, Loud Whispers, you can use that to work a bit more, but if you upload even half an hour late - or come within an hour or two of the deadline just as likely - you run the risk of being ignored. Unless Poindexter thinks he can afford to lose a bit of time/can't begin quite yet anyway, but shearing off a day or so of time he could be spending playing when his schedule isn't free the entire week after isn't fair.
well, i don't really have a big grand plan like alot of you folks do, so if loud whispers wants another day on his turn, he can take one of mine. I'm sure he has something really impressive going on.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Loud Whispers on March 27, 2012, 01:13:36 pm
I'm hoping I'll not need that time at all, but insurance is always helpful :P
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Eric Blank on March 27, 2012, 05:59:46 pm
Just be wary of necromancers in ambush;
Spoiler (click to show/hide)

That bastard nearly killed my preparatory fort in the mountains north-west of the inland sea. Kept raising all the corpses in my refuse stockpile, but I couldn't find him until a cat bumped into him in entryway halls.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Poindexterity on March 27, 2012, 06:49:10 pm
hey there, by what process does one abandon the fort in such a way as to leave it full of inhabitants and whatnot? I plan on making a goblin playground of sorts and id hate for it to be devoid of goblins, y'know?
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Eric Blank on March 27, 2012, 07:10:05 pm
Well from my visit to GIH's fort, the residents will be alive and well, assuming there's nothing lurking around to kill them. However; DFhack probably still has something to manage the transition. You'll just have to wait for it to be updated. :P

I've been feeling the need to use DFhack as well... If only it hadn't become so difficult to update.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Girlinhat on March 27, 2012, 09:06:34 pm
If you're running .04 then DFHack will run fine, the only issue is, are we going to permanently upgrade the world or leave it .04/.05?

Current abandon method can leave survivors, but DFHack allows for much "cleaner" abandon scenarios.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Eric Blank on March 27, 2012, 09:43:11 pm
We should update the game as we go. I doubt anything serious will come up, besides a hankering for new features Toady may implement that don't get passed down to older saves.

Speaking of .05, I should go find the .05 updated raws I wrote and implement the .06 raw updates, and get Loud whispers to update it all before uplaoding the save.


Nevermind; GIH or someone already did the .05 update. All you'll need to do is copy over body_detail_plan.txt and Item_helm.txt from your .06 copy into the save. It should also be retroactive so do so even if we haven't moved on to 34.06 yet.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Phantom of The Library on March 28, 2012, 04:37:02 pm
Posting to watch for mah turn jah.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Garath on March 28, 2012, 05:09:29 pm
We should update the game as we go. I doubt anything serious will come up, besides a hankering for new features Toady may implement that don't get passed down to older saves.

Speaking of .05, I should go find the .05 updated raws I wrote and implement the .06 raw updates, and get Loud whispers to update it all before uplaoding the save.


Nevermind; GIH or someone already did the .05 update. All you'll need to do is copy over body_detail_plan.txt and Item_helm.txt from your .06 copy into the save. It should also be retroactive so do so even if we haven't moved on to 34.06 yet.

good to know, but can someone somewhere keep a list of any changes you have to make and how to do it? I'm somewhere in turn 42, so much more may change within those days. I'd like to know what I need to do to keep it running.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Rayc on March 28, 2012, 05:25:39 pm
This looks "fun". 

If people are starting to line up in droves to get in on this, you could have two worlds bouncing back and forth.  Every 5 days a new turn lasting 10 days would begin, with every other time being world A.

Are the historical immigrants from the previous forts migrating, or are you killing them all off?  It would be cool to have a dwarf that has been in 12 different player forts, sort of like a mascot.  Or have a dwarfen family tree span down through all the forts. 
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Kofthefens on March 28, 2012, 05:28:53 pm
If people are starting to line up in droves to get in on this, you could have two worlds bouncing back and forth.  Every 5 days a new turn lasting 10 days would begin, with every other time being world A.

I feel like the goal of this is to fill a single world, and it wouldn't be worth it. That may just be me though.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Garath on March 28, 2012, 05:37:54 pm
I'm really all for abandoning and not always calling doom upon the fort. I think it'sgreat when I see some imigrant from a previous fort get to mine.

Since releasing HFS into the fort is not a good way to greet adventurers, noris colapsing it into nothing, I really hope to see a few more normal abandons. "we did what we came for, looks like fun, let's find a new employer."
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Spish on March 28, 2012, 05:44:47 pm
I had an idea regarding that, similar to Poin's test world. A smaller, equally well-designed world featured in the OP alongside the main one, where players get 2-4 days to work on their fort as opposed to 10, and there is no turn list. No turn list, spots are first come, first serve, and depending on the amount of traffic, players will be able to just pick up the save and start a fort in it whenever they feel like it. If there is no one waiting in line for a stab at it, players can spend as long as they want on it. IMO, it could actually end up being more fun than the main one, simply because you'd easily be able to travel between the numerous, not-so-complex forts in mere minutes (I had a lot of fun with the pocket world, even if some of the forts kinda sucked).

Well from my visit to GIH's fort, the residents will be alive and well, assuming there's nothing lurking around to kill them. However; DFhack probably still has something to manage the transition. You'll just have to wait for it to be updated. :P
Only temporary. The inhabitants will gradually disappear from the site after a while. I thought it was a bug too.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: A Spoony Bard on March 28, 2012, 09:26:18 pm

Are the historical immigrants from the previous forts migrating, or are you killing them all off?  It would be cool to have a dwarf that has been in 12 different player forts, sort of like a mascot.  Or have a dwarfen family tree span down through all the forts.
Is there any way to prevent this? I want to make a town-like fort, but it won't funtion how I want it to if everyone in it just migrates off...
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Loud Whispers on March 29, 2012, 02:10:53 pm
Also item scatter might be an issue.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Spish on March 29, 2012, 03:16:05 pm
Supposedly DFhack will have anti-scatter covered in the next release. If you can wait that long (oh hey it's already here!). Honestly, I probably would've enjoyed visiting Girlin's site more if there weren't empty boxes covering every square inch of the map. And if you're doing a deathtrap fortress, Whispers, I strongly recommend getting rid of the scatter so most of the sweet loot doesn't end up outside.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Veetor on March 29, 2012, 03:58:34 pm
Well, here goes.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Eric Blank on March 29, 2012, 06:14:39 pm
I've found a really good site for myself already around a volcano south of the island in the inland sea, adjacent to a tower. I fully intend to make a horrifying deathtrap rewarded with useless gold trinkets, and some steel gear :P

There's a massive load of ores on the map, the first 200k of which being gold, followed by hematite, the two most common forms of copper, galena, sphalerite, and a little aluminum. But the big plus is the massive depth of the map, which means lots of space to engineer my death traps and impressive structures. The first cavern lies ~57 z-levels below the main mountain valley, which is ~87 z-levels from the peak of the mountains. The first cavern layer has no groundcover besides mud, but the second, at -100 z's, has ground cover and much more vegetation. The magma sea starts at -123 from the main valley floor. The only drawbacks for me is that my FPS will likely plummet, there's no water above the caverns, which is a really, really long ways down, and there's not a lot of marble to accompany the hematite, nor much adamantine.

Time to start drawing up blueprints. And buying up picks. It takes YEARS to create a defensible outdoor fortress in the mountains, but goblins show up within roughly twelve-thirteen months. I'm going to need stout labor and a good defensive strategy that distracts bowmen.


I did find more hematite and marble immediately to the south-east of that volcano, in the forests immediately north of a tiny mountain range. The marble exists under a locale with clay in the soil, and the hematite under the adjacent area without clay. Not as good for building a massive deathtrap, but parts of it are very flat and shallow relative to these mountains, and it has surface water in the form of pools. No magma pipes, though.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: DS on March 30, 2012, 02:18:25 pm
Poindex, is it possible to keep the OP updated with whose turn it is currently? The project is still young, but it will be convenient once things get into full swing and people want to see just how close their turn is.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Loud Whispers on March 30, 2012, 02:32:44 pm
Wait, will I get a chance to sort out item scatter after I've passed the save on to someone else once DF hack updates have been made?
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Eric Blank on March 30, 2012, 03:43:02 pm
DFhack updates have been made for 34.06. Initiate lairification!
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Girlinhat on March 30, 2012, 07:25:22 pm
.07 DFHack is out, it was a minor update from .06 to .07, so hack away.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Pranz on March 31, 2012, 08:55:26 am
posting to watch
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Garath on April 01, 2012, 08:10:14 am
maybe people can post from which parent civ they embarked and some short histories. Not asking for a month by month report but things like
"unexpected high number of undead."
"Goblins must be closeby as ambushers showed up fast."
"Lot's of steel armor, ordered militia to leave it behind in case someone ever comes here to reclaim the site."
Ideally, a short description of the layout:
"caverns heavily populated and we sealed it with a bridge, lever is located at xxx, but we made a seperate one at the bridge itself. We made sort of signposts to help navigating the underground area. Levers used for traps, magma or water are sealed behind a wall, we do not want to risk the whole area being burned by anyone, or the fort to end up flooded. The treasure room is behind a flooded tunnel, we can drain it at will with the lever located (here), but to get there you need to do something (here)."

heh, dwarven treasure puzzles
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Eric Blank on April 01, 2012, 12:51:08 pm
Yeah, rule #4 already states that posting some info about your fort is a good way to get more love. The game's only just begun, though.

Also, since GIH's description of her own fort wasn't enough for Poindexter, why don't we write about it? Unless GIH demands that nothing be said or information is limited, this could go in the second post of the OP:

Spoiler (click to show/hide)
- I wrote that up during my visit a couple weeks ago. I was an adventurer coming from the Glittery Nations, so I was accepted openly.

After each fort is done and uploaded the creator or someone who visits the fort can write as much information about it as the creator will permit.

Poindexter! We need your post-editing powers! Mostly because they're your posts...

According to Rule #4, GIH still needs to provide some information: Is the fortress reclaimable or forbidden to future overseers or participants? Is the survey I did acceptable or do you want to edit it?
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: WillowLuman on April 02, 2012, 08:25:49 pm
Can I sign up for this? If so, I foresee Communism, giant echoing halls, and huge hoard vaults filled with adamantium coins, caged wamblers, as well as some steel gear I guess.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Spish on April 02, 2012, 08:33:54 pm
Hey Loudwhispers, your time is up after tonight, techinically speaking. How will you be able to sleep at night knowing your days are now being subtracted from Poindexterity's?
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: WillowLuman on April 02, 2012, 08:43:00 pm
Oh just thought I'd mention, this needs more testing, but in my experience when there are multiple entities with [CIV_CONTROLLABLE], none of them (except your home) show up to trade. That's why you don't get caravans from other dwarf nations. If you want trade, remove that tag from all entities except the one you want to play with. When switching games, it's entirely possible to switch who has what tag as well.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Eric Blank on April 02, 2012, 09:24:12 pm
Sorry, but that's completely inaccurate: the CIV_CONTROLLABLE tag does not exclude or even affect trade. You don't get caravans from other dwarven civs because the game is coded to only permit one civilization of each entity (MOUNTAIN, for dwarves) to interract with your site, determined by the closest ones to it, except for your own civ choice which overrides the others of the same entity. That's why you're always visited by the same elven, goblin, human and kobold civs when caravans/invaders come.

I have run my own mods for the past year with several other civs using the CIV_CONTROLLABLE tag, and they will all come to trade/invade just fine. There's no evidence on the wiki to the contrary, or in Toady's notes to suggest anything has changed recently. In fact, elves and humans both showed up to trade whilst I was playing in the succession world save.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: WillowLuman on April 02, 2012, 09:35:47 pm
Sorry, but that's completely inaccurate: the CIV_CONTROLLABLE tag does not exclude or even affect trade. You don't get caravans from other dwarven civs because the game is coded to only permit one civilization of each entity (MOUNTAIN, for dwarves) to interract with your site, determined by the closest ones to it, except for your own civ choice which overrides the others of the same entity. That's why you're always visited by the same elven, goblin, human and kobold civs when caravans/invaders come.

I have run my own mods for the past year with several other civs using the CIV_CONTROLLABLE tag, and they will all come to trade/invade just fine. There's no evidence on the wiki to the contrary, or in Toady's notes to suggest anything has changed recently. In fact, elves and humans both showed up to trade whilst I was playing in the succession world save.

Huh, weird. Then again, this always happened with my modded civs in 31.25. Haven't tried new version yet, and I probably managed to accidentally damage my 31.25 game early on with inept use of outside utilities.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Poindexterity on April 02, 2012, 11:34:44 pm
Hey Loudwhispers, your time is up after tonight, techinically speaking. How will you be able to sleep at night knowing your days are now being subtracted from Poindexterity's?
consider my turn to have started at the correct time and ill just pick it up when LW uploads it and go from there.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Loud Whispers on April 03, 2012, 08:13:50 am
Will upload the save today, can I be put on the end of the list after my go's up?


*EDIT

Make that tomorrow.

Devastating crash that has made me lose all the will to live, for a day at least. Will post tomorrow instead.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: WillowLuman on April 03, 2012, 06:47:53 pm
Can I go at the end of the list? :3
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Poindexterity on April 04, 2012, 10:29:51 pm
Will upload the save today, can I be put on the end of the list after my go's up?


*EDIT

Make that tomorrow.

Devastating crash that has made me lose all the will to live, for a day at least. Will post tomorrow instead.
so, ummm...
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Loud Whispers on April 04, 2012, 10:45:39 pm
Releasing the save.
Also got a present! 5 legendary miners and 4 legendary masons for whoever's next.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Eric Blank on April 04, 2012, 10:53:50 pm
Well that depends on whether the next palyer uses the same civ as you. What civ did you choose, anyway?
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Loud Whispers on April 05, 2012, 07:51:28 am
The civilization used was a Dwarf one, The Grooved Figure.

Rules:
No Fortress mode reclaim nonsense
Adventuring is allowed, but highly discouraged. If you do reach it, prepare to be swamped by 80,000 boulders, and you will severly ruin any future gaming experience if you enter the maze. Essentially, spoilers if you intend to play in the future.

http://dffd.wimbli.com/file.php?id=6105
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Poindexterity on April 05, 2012, 02:25:03 pm
I'm a little confused about how "adventuring strongly discouraged" fits into the whole "making a fun world to adventure in" theme, but whatever.


HERE GOES!!!
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Loud Whispers on April 05, 2012, 02:30:50 pm
I'm a little confused about how "adventuring strongly discouraged" fits into the whole "making a fun world to adventure in" theme, but whatever.

Not finished yet, can I be put on the end of the list?
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Poindexterity on April 05, 2012, 03:10:42 pm
I'm a little confused about how "adventuring strongly discouraged" fits into the whole "making a fun world to adventure in" theme, but whatever.

Not finished yet, can I be put on the end of the list?
sure
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Poindexterity on April 05, 2012, 03:23:47 pm
ummmmmmmm.
this is different than the file before.
What do i do with all these things?
Does the "raw" folder replace the current one?
what about all those other files?
what to do with them?

lil help so i dont fuck this up for everyone?
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Loud Whispers on April 05, 2012, 03:31:15 pm
Just put the entire folder in [data] [saves]
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Poindexterity on April 05, 2012, 03:38:43 pm
ok, ive tried to start twice now and it keeps telling me "missing body part sumorother eyelids"


what'd i do wrong?
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Loud Whispers on April 05, 2012, 03:46:54 pm
What are you doing?
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Poindexterity on April 05, 2012, 04:07:38 pm
i download the lazy newb pak
i download the world file.
i unzip both
i put the folder marked "succesion world" into the folder marked "data"
i start the game
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Eric Blank on April 05, 2012, 07:15:55 pm
Nonono, put it in data/save!
I just did so, and it worked perfectly.

So, I see that the file needs updated for 34.07 still. Damnit.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Poindexterity on April 05, 2012, 08:45:11 pm
do i delete the stuff already in there?
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Eric Blank on April 05, 2012, 08:50:28 pm
Don't delete your own savegames! That would cause you to become melancholy! :P

Of course if you meant remove the succession world save from the folder you stuffed it in and put it in the save folder, then sure.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Poindexterity on April 06, 2012, 06:00:45 pm
ok, ive deleted everything, re-downloaded everything, and it is STILL bitching at me about eyelids.
I'm bout to just give up and let someone else go.


DAMMMIIIITTTT!!!
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: WillowLuman on April 06, 2012, 06:08:10 pm
Well before you do, could you update the OP list so Loud Whispers is at the end for his 2nd turn, and I'm after him?
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Girlinhat on April 06, 2012, 06:09:33 pm
Doesn't DF come with a small .exe or .bat named "updategame" or somesuch?
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Graebeard on April 06, 2012, 06:19:03 pm
Poindex, are you sure that the version of DF you're trying to run the save on matches the save?
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Poindexterity on April 06, 2012, 06:26:33 pm
Poindex, are you sure that the version of DF you're trying to run the save on matches the save?
no i am not. What version SHOULD i be using?
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Loud Whispers on April 06, 2012, 06:29:14 pm
http://dffd.wimbli.com/file.php?id=6120

There. Compressed everything, just un-compress and it should all work
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Graebeard on April 06, 2012, 06:33:34 pm
The DDFD page shows 34.05.  I'm downloading now to see if it gives me any problems.



So, I just downloaded, unzipped the save folder into data\save and fired it up just fine.

Poindex, if you're still having problems can you past the path to the save folder that you're unzipping so I can see if you're saving it in the correct place?
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Poindexterity on April 06, 2012, 07:03:47 pm
The DDFD page shows 34.05.  I'm downloading now to see if it gives me any problems.


thats probably it.
ive been using .07
gonna try again tonight.
Hell, maybe ill even have a day or 2 left in my turn by the time i get this working.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Eric Blank on April 06, 2012, 07:34:11 pm
I've been using .07 as well. The only problem is in the errorlog, and that would be fixed IF YOU WOULD UPDATE B_DETAIL_PLAN_DEFAULT.TXT IN THE SAVES RAW FOLDER WITH THE ONE FROM VANILLA 34.07 LIKE I SAID NEEDED TO BE DONE A WEEK AGO or something along that timeframe.

The errorlog isn't important, really, except for modders or when something serious occurs ingame and you're trying to figure out what actually happened. The eyelid parsing thing doesn't really cause any problems. Please, just repalce b_detail_plan_default.txt and run it in 34.07. It doesn't need to stagnate on 34.05 any longer, and we can determine when it's really time to stop updating through testing.

DO NOT use an older version of DF once we've moved on to a newer one, if we have. Armok only knows what could go wrong!
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Poindexterity on April 06, 2012, 09:38:00 pm
I've been using .07 as well. The only problem is in the errorlog, and that would be fixed IF YOU WOULD UPDATE B_DETAIL_PLAN_DEFAULT.TXT IN THE SAVES RAW FOLDER WITH THE ONE FROM VANILLA 34.07 LIKE I SAID NEEDED TO BE DONE A WEEK AGO or something along that timeframe.
yeah, i dont know what the hell that means. i remember asking a few times and not really getting an answer...
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Girlinhat on April 06, 2012, 11:17:32 pm
Open your .07 save.
Go to DF.07\raw\objects\b_detail_plan.txt
Right click -> Copy
Open the succession game folder.
Go to DF.07\data\save\Succession\objects
Right click -> Paste
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Eric Blank on April 07, 2012, 12:13:27 am
Crap, sorry.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Garath on April 07, 2012, 09:08:40 pm
onwards! I actually hope there are more dropouts so I might actually get to participate somewhere this year. Or at least within a year.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Graebeard on April 08, 2012, 01:03:51 am
Don't let complications get you down, man.  This is DF!
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Poindexterity on April 08, 2012, 02:50:05 pm
GOD FUCKING DAMMIT NOTHING WORKS!
SKIP ME AGAIN!
I'M DONE!!!!



FUCK THIS
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Eric Blank on April 08, 2012, 02:51:56 pm
Woah calm down, this can be overcome! :o
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Graebeard on April 08, 2012, 03:56:43 pm
What types of problems are you having, man?  As far as time goes, I don't think anyone will object to you taking the time you need to straighten things out.  This is, after all, your baby.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Armeleon on April 08, 2012, 04:32:59 pm
It seems like we're having a lot of problems with transferring saves and stuff like that.  What would you guys think if instead of just uploading the save, we have the entire game zipped up and uploaded? That way you would have one DF version just for the succession fort and one for all your other crap. No one would have to worry about updating RAWs or anything like that.  It's basically reinstalling DF but with the world already included.

Also, do you have an updated turn list going on somewhere? I'm just wanting to find out where we are
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: WillowLuman on April 08, 2012, 04:51:08 pm
Sounds like a plan to me!
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Loud Whispers on April 08, 2012, 08:03:24 pm
It seems like we're having a lot of problems with transferring saves and stuff like that.  What would you guys think if instead of just uploading the save, we have the entire game zipped up and uploaded? That way you would have one DF version just for the succession fort and one for all your other crap. No one would have to worry about updating RAWs or anything like that.  It's basically reinstalling DF but with the world already included.

Also, do you have an updated turn list going on somewhere? I'm just wanting to find out where we are

...BUT I DID BOTH!

I feel so ignored right now;/

http://dffd.wimbli.com/file.php?id=6120

There. Compressed everything, just un-compress and it should all work
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Eric Blank on April 08, 2012, 10:57:19 pm
That wouldn't work too well what with everyone having different preferences as far as graphics.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Armeleon on April 09, 2012, 01:40:08 am
It seems like we're having a lot of problems with transferring saves and stuff like that.  What would you guys think if instead of just uploading the save, we have the entire game zipped up and uploaded? That way you would have one DF version just for the succession fort and one for all your other crap. No one would have to worry about updating RAWs or anything like that.  It's basically reinstalling DF but with the world already included.

Also, do you have an updated turn list going on somewhere? I'm just wanting to find out where we are

...BUT I DID BOTH!

I feel so ignored right now;/

http://dffd.wimbli.com/file.php?id=6120

There. Compressed everything, just un-compress and it should all work

Really? You updated the turn list? Where is it?

And as far as graphics are concerned, I don't believe in anything but the default ASCII.  Dwarf Fortress isn't supposed to be easy.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Loud Whispers on April 09, 2012, 10:54:38 am
-snip-

Uploaded both the save and the entire game, un-modded and vanilla, and silly Armeleon, I am not the OP!
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Eric Blank on April 09, 2012, 03:26:50 pm
No, you would be the first reply. Poindexter is the OP, as the one that made the opening post.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Loud Whispers on April 09, 2012, 03:38:30 pm
No, you would be the first reply. Poindexter is the OP, as the one that made the opening post.

I am not the OP!

:S
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Eric Blank on April 09, 2012, 03:39:47 pm
Crap, missed a word! D is for lysdexia!
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Girlinhat on April 12, 2012, 08:07:07 am
Bump for terrible justice...
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Kassil on April 12, 2012, 08:41:07 am
Is Poindexterity doing it, or is it going to #4 on the list?
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Eric Blank on April 12, 2012, 04:51:50 pm
I'll PM #4. We'll figure it out eventually...

Okay, Kassil has been PM'd with the necessary downloads linked.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Kassil on April 12, 2012, 05:02:37 pm
I'll PM #4. We'll figure it out eventually...

Okay, Kassil has been PM'd with the necessary downloads linked.

>.>
Wait, what happened to Di?
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Eric Blank on April 12, 2012, 05:08:42 pm
He couldn't play. Same with Poindexter, but I'm not sure what the problem was there. Said he couldn't get it to work...
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Kassil on April 12, 2012, 07:22:20 pm
Arright. I've downloaded it, will look for my site tonight.

The site is as follows.
Spoiler (click to show/hide)
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Eric Blank on April 13, 2012, 10:42:49 am
Looks like we're going to be having Fun with scorpions!
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Kassil on April 14, 2012, 09:42:01 pm
Between the lack of sand and the ridiculous depth to the nearest magma, the fortress will not be a giant thing of green glass. Roadways are under construction, however, and I am laying foundation plans for a superstructure of multiple z-levels above the ground to complement the underground work zone.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Loud Whispers on April 15, 2012, 04:29:55 am
Splendid. Also DFlair appears to be working <3
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: DS on April 18, 2012, 11:10:02 am
How goes it, Kassil?
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Spish on April 18, 2012, 11:15:12 am
I'm gonna request my turn be pushed back to #12. I'm way too busy for this right now. :-\
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Kassil on April 18, 2012, 11:16:34 am
The basalt megalith is rising above the sandy clay's scarlet surface. Sadly, a dearth of metals and total lack of sand means my resources are sparse - there will be a small scattering of silver warhammers, but likely none of masterful craft. Likewise, the scarcity and chill climate mean the half-envisaged pump flows will never be.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Eric Blank on April 18, 2012, 02:38:30 pm
Aw, mineral scarcity. Such a cruel mistress ye be.

And here we thought 750 would be close enough to offer good resources to everyone...

No matter! There will be minecarts soon enough, and the potential for ‼traps‼ goes through the roof!
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Loud Whispers on April 21, 2012, 03:35:18 pm
Thread lives?
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: WillowLuman on April 21, 2012, 04:32:58 pm
It must liiiiive!
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Kassil on April 21, 2012, 08:58:22 pm
Fortress is presently incomplete, but I will be making some extra adjustments and uploading it tomorrow sometime. It won't be !!FUN!! to visit, but I'll come back to it somewhere waaaaay down the list.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: WillowLuman on April 21, 2012, 09:03:34 pm
Also, anyone ever gonna update the turnlist?
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Poindexterity on April 22, 2012, 03:53:07 am
Also, anyone ever gonna update the turnlist?
will do it in time. Give my rage time to seethe away into melancholy, then to eventually subside to a low hum.
in time.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Spish on April 22, 2012, 09:46:47 am
Oi, Kassil, last day of your turn. Time to start wrapping things up.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Kassil on April 22, 2012, 04:57:03 pm
Conveniently, an obnoxious Hill Titan made of Yellow Zircon came by and murdered my population, despite the supply of silver warhammers I scrounged together. The fort's not really all that interesting currently - I'll need another turn to finish it up, so I need tacked onto the end of the list. Currently uploading - people an go there if they want, but right now it's mostly just some underground rooms semi-hooked-up to the caverns and a hollow monolithic tower. Still, silver warhammers.

I'll edit this post and include the download link once it's ready.

EDIT: Okay, here it is: http://dffd.wimbli.com/file.php?id=6202

It's the full game download, so it's already 87-ish MB. Good luck to whoever's next.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Loud Whispers on April 23, 2012, 08:32:50 am
Has Spish been PM'ed yet?
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Spish on April 23, 2012, 09:23:36 am
I'm gonna request my turn be pushed back to #12. I'm way too busy for this right now. :-\

I PM'd starshard0. I don't think he's gonna show up though.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Eric Blank on April 23, 2012, 08:03:02 pm
I PM'd starshard Saturday. He never replied or posted in the thread, so I doubt he will.

Should it go to Oliolli or do we want to give him another day?
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Graebeard on April 23, 2012, 08:27:19 pm
Sounds like we should keep things moving.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: DS on April 23, 2012, 09:08:46 pm
Sounds like we should keep things moving.

I agree.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Eric Blank on April 23, 2012, 09:29:20 pm
Alright, I'll PM him.

Hopefully by the time my turn coems around I can get a new harddrive. Mine's dying.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Oliolli on April 24, 2012, 11:20:00 pm
Well, I'll see about getting something done. I'll admit I haven't been following this thread very closely, so I'll also have to see how people have been working around here.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Eric Blank on April 25, 2012, 11:28:11 am
Eh, there's not much to worry about; the rules in the OP are pretty simple and mainly deal with how we intend to maintain a good playable experience for adventurers.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Oliolli on April 25, 2012, 01:40:26 pm

(Just a friendly warning, if I don't get a complete change of wind, this fortress will become something of a deathtrap. So much of a deathtrap that I considered naming my fortress Rakust Kozoth. In english that would be "The Tomb of Horror")

Welcome to Råshīggal. Home of Arothīggalestân Råsh.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Loud Whispers on April 25, 2012, 02:46:39 pm
OORAAAHH

I somehow feel like the Tomb of Horror is an euphemism for adventurer pleasantville :P
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Poindexterity on April 25, 2012, 11:45:26 pm

(Just a friendly warning, if I don't get a complete change of wind, this fortress will become something of a deathtrap. So much of a deathtrap that I considered naming my fortress Rakust Kozoth. In english that would be "The Tomb of Horror")

Welcome to Råshīggal. Home of Arothīggalestân Råsh.
just be sure that if it is an in-escapable deathtrap, it should be marked as such in some way at some point.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Oliolli on April 25, 2012, 11:48:46 pm
Guess what the translation for Råshīggal is.

And I'm planning on making it so, that as long as no levers are pulled one shouldn't die in there.

Pretty much a place for adventurers to get euthanasia.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: starshard0 on April 26, 2012, 06:22:02 pm
Sorry I missed the PMs guys, didn't realize everyone was going to delay their turns like that. If I can get back in the rotation, cool, otherwise no problem.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Eric Blank on April 26, 2012, 07:37:21 pm
You can begin your turn immediately after Oliolli's.

Succession games seem to lose about 50% of all players to skipping/incomplete turns...
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: starshard0 on April 28, 2012, 06:00:46 am
Thanks for that. I'm pumped to build Fort Awesome.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Veetor on May 01, 2012, 12:56:11 pm
Good, good.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Garath on May 03, 2012, 12:41:46 am
still watching the thread
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Graebeard on May 03, 2012, 08:52:11 am
Hey Oliolli, any progress?
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Oliolli on May 03, 2012, 12:40:17 pm
Due to time management issues the fort is not even close to ready. I may need another turn, even if it takes me two years to get that turn. One year, assuming the regular 50% drop-out rate.

For any adventurers who plan on visiting Råshīggal, here's a tip: employ common sense when pulling levers. And some heavy duty paranoia.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Poindexterity on May 03, 2012, 08:12:54 pm
ok, so far everyone but one person wants a second turn.
its time to make a decision.
are we gonna A) take nearly twice as long as we thought to finish this project
or B) tell the few who've already gone "tough titty" and the majority who have yet to go "scale down your megaproject ideas"

whaddayall think?
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: WillowLuman on May 03, 2012, 09:20:07 pm
I'm still waiting for the turn list to be updated. Did I make it on the list?
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Poindexterity on May 03, 2012, 10:42:57 pm
I'm still waiting for the turn list to be updated. Did I make it on the list?
yes
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: DS on May 03, 2012, 11:14:12 pm
ok, so far everyone but one person wants a second turn.
its time to make a decision.
are we gonna A) take nearly twice as long as we thought to finish this project
or B) tell the few who've already gone "tough titty" and the majority who have yet to go "scale down your megaproject ideas"

whaddayall think?

I say: tough. The original turn length was ten days, and that's what we're sticking to. This isn't a series of megaprojects, it's a series of interesting forts to explore in adventure mode. The two are not the same.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Oliolli on May 03, 2012, 11:57:56 pm
I say we accept this turning into an eternity project. Ten days per turn.

So (A).
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: DS on May 04, 2012, 12:17:09 am
I say we accept this turning into an eternity project. Ten days per turn.

So (A).

Oh, after re-reading Poindexterity's post, I think I may have misread. People who have taken a turn, but want to be added to the end of the list, should be allowed to do so. So, still 10 days per turn, but if you want to add yourself to the end of the list (after completing your turn in the first place - no preemptively grabbing turns), you should be allowed to do so.

Honestly, I don't think this project will be completed before a version is released that is not backwards compatible, after which point interest in the project will fade, and a new succession world will likely be started.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Poindexterity on May 04, 2012, 12:57:00 am
I say we accept this turning into an eternity project. Ten days per turn.

So (A).

Oh, after re-reading Poindexterity's post, I think I may have misread. People who have taken a turn, but want to be added to the end of the list, should be allowed to do so. So, still 10 days per turn, but if you want to add yourself to the end of the list (after completing your turn in the first place - no preemptively grabbing turns), you should be allowed to do so.

Honestly, I don't think this project will be completed before a version is released that is not backwards compatible, after which point interest in the project will fade, and a new succession world will likely be started.
good point. i vote for A then as well.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Eric Blank on May 04, 2012, 09:17:15 am
(A) all the way! Repeat turns isn't such a big deal if you at least set something up the first time around that can be explored to a satisfying degree. Now if you tried to do something awesome and only acomplished 25% of your agenda and then had nothing for adventurers to screw with, you're just a jerk :P
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Poindexterity on May 04, 2012, 02:27:52 pm
(A) all the way! Repeat turns isn't such a big deal if you at least set something up the first time around that can be explored to a satisfying degree. Now if you tried to do something awesome and only acomplished 25% of your agenda and then had nothing for adventurers to screw with, you're just a jerk :P
indeed.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Phantom of The Library on May 04, 2012, 09:21:37 pm
(A) Indeed, there's no reason the project should have a set ending point, it should probably keep going on adding more until there's no more interest.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Garath on May 06, 2012, 04:56:46 am
just after some time set up the world for regular download and make new "releases".

You heard it right, Scrapedrocks has finished it's all inclusive dungeon resort! grab the new save and go explore! On related news: 4 more forts have been added and 2 others have gotten some finishing touches. Enjoy!

something like that
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Oliolli on May 06, 2012, 01:17:10 pm
Well, I'll be upping this thing to DFFD ASAP, assuming it'll work. I'll upload the entire game, so expect a long DL.

The thing is still a WIP. While it may involve some obvious deathtraps, I must request addition to the end of the turn list.

If DFFD would just accept what I'm uploading...

"(??? / ??? KBytes)"
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Loud Whispers on May 06, 2012, 01:29:44 pm
It... Takes a while to say the least.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Oliolli on May 06, 2012, 01:33:42 pm
But is it supposed to say that the upload is at 0% until it's done?

Nevermind, the upload is proceeding now.

The thing is still a WIP. While it may involve some obvious deathtraps, I must request addition to the end of the turn list.

So yeah, here it is. (http://dffd.wimbli.com/file.php?id=6268)
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: DS on May 06, 2012, 02:06:07 pm
So starshard0 is up now, yes? His turn was delayed to after Oliolli.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Loud Whispers on May 06, 2012, 02:10:07 pm
PM's awayyyyy
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Eric Blank on May 06, 2012, 04:37:08 pm
Firing main PM cannon? :P

I don't see what's so hard about updating the save to 34.06/7. I did and it functions just fine. Guess it will just have to wait for my turn, though...
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Loud Whispers on May 06, 2012, 06:03:27 pm
I don't see what's so hard about updating the save to 34.06/7

We're DF players. We can't do anything with just 3 clicks. Several hundred keyboard commands maybe... But using the mouse? You're out of your mind!
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Poindexterity on May 06, 2012, 06:22:13 pm
Firing main PM cannon? :P

I don't see what's so hard about updating the save to 34.06/7. I did and it functions just fine. Guess it will just have to wait for my turn, though...
i nominate that your turn be next then.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Eric Blank on May 06, 2012, 08:38:05 pm
I doubt starshard0, DS, Babylon, Armeleon or A Spoony Bard would like that idea :P

Also, my game is crashing upon tryign to start an adventurer. this happening for anyone else? ???
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: starshard0 on May 08, 2012, 01:09:47 pm
What's going down now?
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Eric Blank on May 08, 2012, 01:14:33 pm
You are!

Here's a pick, get diggin'
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: starshard0 on May 09, 2012, 09:40:12 am
Downloading now, when do I need to have it back up by?

For some reason I'm embarking as goblins. How do I fix that?
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Oliolli on May 09, 2012, 10:24:55 am
Choose a dwarven civ from the civ selection screen while choosing your location.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: starshard0 on May 09, 2012, 10:28:08 am
Thanks, haven't ever done a succession world before so I wasn't sure what all my options were.

Anyways, my dwarfs have struck the earth. Let all who explore this place, Raptormirror, beware!
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: DS on May 09, 2012, 02:11:47 pm
Would I be correct in assuming that I am next, after starshard0? I don't think anyone else has had their turn delayed.

If so... the timing honestly could not be better. I'll have just finished with the fiasco that is the end of my semester, and will have a block of free time before the summer really gets underway.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Eric Blank on May 09, 2012, 02:22:32 pm
Lucky... Hopefully I'll get my turn sometime before summer semester ends, since I'm taking it off to do slave labor build a house.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: starshard0 on May 09, 2012, 04:32:00 pm
Well, that was a disaster. I'm just going to go ahead and let someone else give that save a try. DS you're up next right?
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Poindexterity on May 09, 2012, 05:06:10 pm
what happened?
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Eric Blank on May 09, 2012, 06:03:25 pm
Did your fort die in the first 20 minutes of gameplay? :P
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: DS on May 09, 2012, 09:58:08 pm
Eeechhh... I was hoping for a little more time before I started, but I can take it if starshard0 wants to pass.

Btw starshard, what happened? Inquiring minds want to know.

EDIT:
Also, my game is crashing upon tryign to start an adventurer. this happening for anyone else? ???

I just tried, and it worked fine for me. Strange.

EDIT 2:
Where is the lair function in DFhack, in case I decide to retire my fort? I'm familiar with the "mode" utility, by which one simply switches to arena mode, takes possession of a unit, then switches to adventure mode and leaves/retires... is there another method I'm not aware of?

EDIT 3:
So, uh, has anyone else noticed this?
Spoiler (click to show/hide)
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Garath on May 10, 2012, 12:22:23 pm
looks like a nice place
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Eric Blank on May 10, 2012, 08:48:02 pm
I most certainly did notice that, while admiring the vast number of towers that crop up repeatedly and without care for the history seed in that section of the world :P
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: DS on May 11, 2012, 12:51:12 pm
So wait, I'm confused. Should I just go ahead and start my turn?
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Eric Blank on May 11, 2012, 01:51:37 pm
Sounds like it. He hasn't said anything more than to let you go ahead...
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: DS on May 11, 2012, 04:25:22 pm
Alright, I'll start in today.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Loud Whispers on May 11, 2012, 05:59:40 pm
Spoiler (click to show/hide)

Well, that is quite surprising
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: DS on May 11, 2012, 07:29:50 pm
I've decided I'm not going to bother with that part of the map. Someone else can screw with it, but I'd recommend against it, unless you can come up with something more interesting/challenging than the towers themselves - which, I must admit, I haven't gotten the chance to toy around with yet in this version.

Instead, I'm going to construct a goblin fortress.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Vodrilus on May 12, 2012, 07:15:50 pm
Just checked out another thread, and I got quite a shock:
Any immigrant with Dabbling skills is guaranteed to be a refugee from some past failed fortress mode game and they will retain any positive or negative thoughts and even their ON BREAK status. Fortresses that fail spectacularly and are abandoned can become a serious drag on future fortresses when their inhabitants arrive at your new forts as shellshocked wrecks a hairsbreadth from tantruming. That's why when you want to abandon a fort that is hitting a spiral, consider ensuring that there are no survivors . ;)
Apparently immigrants from older forts come as they are, so to speak. That is, with all the mental baggage they picked up in their previous home.
I'm not sure if this is news to y'all. However, I have a feeling that this enterprise has just gained another dose of *interesting*.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: DS on May 15, 2012, 02:42:57 am
Things went wrong at Devilfire. The goblins could not stand up against a human siege, followed up by a powerful titan.

But, as of the completion of my turn, the save has exceeded 100 kilobytes, which is, of course, surpasses the limit of DFFD. Where will we continue hosting the save now?
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Eric Blank on May 16, 2012, 12:33:19 am
I suppose we could use Mediafire...

Really got the save above 100kb that fast? It's because you've all been packaging the entire 34.05 directory.

Well that would only shave a few off the top. Oliolli's file, when extracted, is 492mb, the save itself is 423.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: WillowLuman on May 16, 2012, 12:42:02 am
By the time this gets to me, we'll be sending a flash drive via post.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Eric Blank on May 16, 2012, 01:06:59 am
Don't worry, every community game loses about 50% or more of it's players. Your turn will arrive faster than you think :P

Actually the turn list needs to get occasional updates so we have a clue what's going on. I can't remember exactly who has and hasn't played. I know GIH, Loud Whispers, Oliolli, and now DS have, but did Spish? Or was his turn moved back to 12 as he asked?

Also, has anyone at all succeeded in exporting a biome+sites map of the world that we could use as a base for a map? I made one through a combination of the basic ASCII map and an elevation file, through photoshop. But that's still nowhere near as detailed as a proper biome+site map is.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Oliolli on May 16, 2012, 01:08:18 am
By the time this gets to me, we'll be sending a flash drive via post.

By Gizogin's turn, we'll be sending an entire 1 Tb hard drive around...
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Poindexterity on May 16, 2012, 02:21:38 am
is this the flaw that will cripple the idea?
dangit, i'd hoped that if it happened, it'd be sum more dwarfy.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Eric Blank on May 16, 2012, 02:25:35 am
Nah, filesize won't likely be a serious issue for a while. Won't hurt to use other host sites.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Armeleon on May 16, 2012, 06:21:23 pm
Look like I got back at just the right time! Where are you guys on the list? Do you have someone on top of things enough to be updating the list and files etc?

And does anyone know if minecarts will work with the succession? Or are we out of luck on that front?
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Eric Blank on May 16, 2012, 06:30:38 pm
Well I thought Poindexter would be managing the list, but it hasn't been updated since it started...

It's DS' turn, at least he hasn't posted the save, and Babylon would be next, followed by you.

Alright, here's the updated turn list. As far as I know...

I just messaged Babylon, since he's up next after DS and PMing people beforehand is somewhat more efficient.

Spoiler (click to show/hide)
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: DS on May 16, 2012, 07:56:51 pm
I was a tad tipsy when I made my last post - compressed file size is just over 100mb. Here it is. (http://www.fileswap.com/dl/ePePm0msFQ/SUCCESSION_WORLD.zip.html)
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Babylon on May 17, 2012, 12:04:31 am
Should I update to .08?  I kinda wanna use minecarts.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Eric Blank on May 17, 2012, 12:15:17 am
Sure. There's a lot of RAW updates that need to be made, though, I'm sure. I suppose I should make an attempt to figure out what those are...

MEGAEDIT;

Ok, Babylon, here are the fully updated RAWs. RAWs only.

http://www.mediafire.com/?8sz34q12s1dcs1r

Download that, and extract it to the data\save\[SUCCESSION WORLD SAVE HERE]\raw directory, and tell it to overwrite. Or delete the save's raw/objects folder then extract and it won't ask to overwrite. If it generates an errorlog (delete your errorlog.txt after changing the raws out and before loading the game, so we know the errors it's giving you are from after you implemented the new raws), copy/paste and post the contents of that errorlog for me.

Again, I didn't include the new [BENIGN] tags on the vaious birds and crap because they're already distributed to their respective biomes and that can't be changed post-generation.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Armeleon on May 17, 2012, 12:30:28 pm
I was just doing some research into the succession world and mapping out a rough sketch to see what it looked like, and I noticed that most of the Forts seemed to avoid the Necromancer towers.  Is this something that we are supposed to do or just what's been working for people?   (If you look at the image, there are a few purple flags (towers) next to the forts but not too many)

Spoiler (click to show/hide)
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: DS on May 17, 2012, 01:22:07 pm
Very cool map.

Personally, I made conscious decision to avoid necromancer towers. The towers already pose a challenge to adventurers, so really the only reason a fort should be made in those areas is to somehow make necromancers more of a challenge. This is, of course, very doable, and I can see someone getting very creative in the process.

In light of the project's recent growth to a size no longer accepted by the DFFD, I went through and compared the size of the uploaded saves between turns. Below is a list of the saves and their sizes, as well as the implied added size of each fort. I was simply curious as to how my own efforts had added to the file's size - and, in light of these results, it seems inevitable that the file would have exceeded DFFD's 100mb limit eventually.

Original save: 41.38mb
GIH's save: 58.53mb (17.15)
LW's save: 76.06mb (17.53)
Kassil's save: 87.95mb (11.89)
Oliolli's save: 89.64mb (1.69)
My save: 103.21mb (13.57)
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Oliolli on May 17, 2012, 01:31:38 pm
I feel a bit ashamed that my fort added only 1.69 mb  :-[
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Eric Blank on May 17, 2012, 01:55:12 pm
Oh, Kassil did get to play? Crap. He should be changed to 'completed' in the turn list, then.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Armeleon on May 17, 2012, 02:32:46 pm
Very cool map.

Personally, I made conscious decision to avoid necromancer towers. The towers already pose a challenge to adventurers, so really the only reason a fort should be made in those areas is to somehow make necromancers more of a challenge. This is, of course, very doable, and I can see someone getting very creative in the process.

This makes sense.  I don't see myself setting up some megalithic fortress that will out-power a necromancer, so I think I'll stay away from the towers and keep with the trend. I guess we all have to play with adventuring in mind.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Babylon on May 18, 2012, 02:35:02 pm
Wow, minecarts are complicated.  So far I've already wiped the fort because I was busy trying to figure them out and got et by a savannah titan.  Time to reclaim and get back to work with a little more defense I guess.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: orius on May 20, 2012, 08:55:45 am
Nice map.  Maybe when this thing gets completed we put a complete version of it in the final archive?

Anyway, I'm watching the file size grow and it doesn't look promising.  I'm not sure I'll be able to build anything if the file gets too big.  But I'll have to wait until my turn eventually rolls around.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Babylon on May 21, 2012, 08:25:02 pm
When I upload, does it need to be with the program and all?  Or is just the save file enough?  Also, I am using phoebus graphics and .08, considering the speed of upgrade by Toady I doubt lazy newb will exist for .08 at all, how do I take the graphics off for the next person?

I'm not ready to pass the save on just yet, but figure I should be ready, and it won't be long

Also,  the king immigrated.  I rememebr we weren't supposed to become a mountainhome, but he showed up without being invited, he's a vampire too.  Anything in particular I should do to make sure I don't make too much of a mess by having him around?
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Spish on May 21, 2012, 09:26:14 pm
It won't really be a problem, considering we never settled on a single dwarf civilization. But if you can keep him alive and locked up till abandonment, it should be fine either way.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Poindexterity on May 21, 2012, 11:21:45 pm
It won't really be a problem, considering we never settled on a single dwarf civilization. But if you can keep him alive and locked up till abandonment, it should be fine either way.
try to abandon during a siege. Will make for an awesome "fallen mountainhome" sorta deal
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Babylon on May 22, 2012, 12:11:34 am
It won't really be a problem, considering we never settled on a single dwarf civilization. But if you can keep him alive and locked up till abandonment, it should be fine either way.
try to abandon during a siege. Will make for an awesome "fallen mountainhome" sorta deal

heh, can do.

The civ is the waning stockade,  I guess it is done waning...
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Edosurist on May 22, 2012, 02:00:42 am
Can I get a turn? This game sounds amazingly !!FUN!!
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Eric Blank on May 22, 2012, 06:51:16 am
When I upload, does it need to be with the program and all?  Or is just the save file enough?  Also, I am using phoebus graphics and .08, considering the speed of upgrade by Toady I doubt lazy newb will exist for .08 at all, how do I take the graphics off for the next person?


Waitwaitwait: You used graphics? You didn't install anything that requires RAW file changes right? If you did, you will have to restore it to the RAW set I uploaded or Armok knows what might happen.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Babylon on May 22, 2012, 06:12:05 pm
When I upload, does it need to be with the program and all?  Or is just the save file enough?  Also, I am using phoebus graphics and .08, considering the speed of upgrade by Toady I doubt lazy newb will exist for .08 at all, how do I take the graphics off for the next person?


Waitwaitwait: You used graphics? You didn't install anything that requires RAW file changes right? If you did, you will have to restore it to the RAW set I uploaded or Armok knows what might happen.

yeah, phoebus, it didn't change much, and I put the raws you uploaded on after it was already phoebused and it still had the graphics on it.  I just can't deal with rectangular tiles and the smiley faces confuse me.

So to restore it should I delete the raws and replace them with the ones you uploaded?
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Spish on May 22, 2012, 07:06:38 pm
Don't delete anything (except maybe the graphics to save space). Just copy and replace all the raws.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Eric Blank on May 23, 2012, 05:32:07 pm
When I upload, does it need to be with the program and all?  Or is just the save file enough?  Also, I am using phoebus graphics and .08, considering the speed of upgrade by Toady I doubt lazy newb will exist for .08 at all, how do I take the graphics off for the next person?


Waitwaitwait: You used graphics? You didn't install anything that requires RAW file changes right? If you did, you will have to restore it to the RAW set I uploaded or Armok knows what might happen.

I put the raws you uploaded on after it was already phoebused and it still had the graphics on it.

Well that should be a fine order of operations then. Nothing to worry about. Try sending just the save, rather than the entire game.

I'll check out what 34.10 needs for raw changes, if any.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Babylon on May 28, 2012, 04:18:05 am
Fortress is done, and abandoned.

Thobthod, featuring a green glass tower and a rollercoaster of sorts.  The drawbridge is up, but that's not the only way in.....

http://dffd.wimbli.com/file.php?id=6391
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Eric Blank on May 28, 2012, 04:23:50 am
Woo!

Is it a deathtrap? Can we visit? Would that spoil the fun? Are you going to continue it later if you get another chance? Could someone else embark there? huh? huh? huhuh?

:P I really need some sleep, but those questions are valid.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Babylon on May 28, 2012, 12:11:07 pm
Woo!

Is it a deathtrap? Can we visit? Would that spoil the fun? Are you going to continue it later if you get another chance? Could someone else embark there? huh? huh? huhuh?

:P I really need some sleep, but those questions are valid.

Not a deathtrap, but not exactly safe either.  Not going to continue later, it's a bit of a one time trick fortress, so once someone visits it won't work the same.  I'd prefer nobody else embark on the same spot.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Armeleon on May 28, 2012, 05:50:31 pm
Can't wait to check these out! But I want to wait to start on my adventure until a FEW more are completed. At least.

EDIT:

I am having a problem.  I downloaded the save game file and put it in my save folder of the DF game that I downloaded after Oliolli's turn. So I have two copies of the same game in the save folder. It should work just fine, but DF isn't reading the folder. It's formatted correctly and it looks like all the right files are there. Do I have to update the raws of the game so they match the raws of the save?
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Eric Blank on May 28, 2012, 09:08:51 pm
Wait, Oiliolli uploaded a copy of 34.05. Babylon moved on to 34.08. I don't think the save will work in an older version. :-\

Alright, there's no update to the raws for 34.10 but what changed in 34.09. So here:

Spoiler (click to show/hide)

And that should be it. Just changing a few numbers in text files.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Armeleon on May 28, 2012, 09:28:32 pm
Ah. I figured as much. Thanks for figuring out the raws for me. It should work now.

EDIT:

I take that back. Nothing yet.  I'll try downloading the most recent update, see if that works.

EDIT II:

No, that didn't work either. Has anyone else downloaded the world save and had it work for them?
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Eric Blank on May 28, 2012, 10:11:36 pm
I just extracted it to a freshly-extracted [DF.34.10/data/save] and it shows up and works just fine. Just extract it straight into that folder.

[Edit]
Any luck with that?
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Armeleon on May 29, 2012, 10:00:53 pm
It worked! Thanks. Hopefully I can transfer over DF Hack, but if not I'll just get started. I'll take tomorrow to get some progress going, and give you guys updates as I go along.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Eric Blank on May 31, 2012, 02:07:19 am
It worked! Thanks. Hopefully I can transfer over DF Hack, but if not I'll just get started. I'll take tomorrow to get some progress going, and give you guys updates as I go along.

Sweet! This should be good! :D
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Armeleon on June 02, 2012, 12:42:55 pm
It should have been good! I had all sorts of plans for it.  But.  Since wednesday my life has gotten a bit... complicated... and I have to move overseas by friday. So I don't think I will have time to finish it.  Maybe when I'm all settled in and get a job again I will have time. Until then, I will have to postpone my turn. I won't have time to work on it.  Go ahead and message the next one in line.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Eric Blank on June 02, 2012, 02:59:17 pm
Aw. Sorry to hear that. If you think you'll have an opening in the next 10-12 days, you can delay by one turn (as per the rules.)

Moving on to Spoony Bard I guess.

Oh gods, I jsut realized I don't have an amazing plan for my fort. ‼PANIC‼
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: A Spoony Bard on June 02, 2012, 03:02:08 pm
Well, I'll download the file and start later tonight, then!
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: A Spoony Bard on June 03, 2012, 11:28:59 am
I'm not sure if this was done on purpose or someone changed the raws. Instead of having dwarves, my settlement is composed of humans, which isn't too big of a deal, but it seems that because of this, captain of the guard, mayor, broker, bookkeeper, and militia commander are all being assigned to them automatically.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Eric Blank on June 03, 2012, 12:09:42 pm
Yup. Intended modding. Should have read the OP. You could have switched to any civilization you wanted besides kobolds. :P
Humans shouldn't be hard to play as, ignoring the blatant lack of steel. Can probably, maybe, use adamantine...
I dunno why those positions are being assigned automatically, though. Can't remember if that was intentional...
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: A Spoony Bard on June 06, 2012, 01:47:27 pm
My turn is finished and can be found here (http://dffd.wimbli.com/file.php?id=6438).

Spoiler: Click for location (click to show/hide)
Originally planned to be a mission hub and/or gentledwarf's club, the fortress was attacked during construction by a necromancer, who easily overpowered the work force. Undead now (probably) roam the fortress. Moderately expansive catacombs which may or may not be filled with treasure (I didn't get time to fill it up before the zombies took over, so I left the loot to item scattering) and a gateway into the caverns under the earth await under this once lively building site!
(Reclaim if you want to. If you want to explore with a canon adventurer (one who is going to be in the main save) only do so to clear out the monsters for reclaiming, please.)
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Garath on June 06, 2012, 01:53:48 pm
moving along nicely I see, yay for DF
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Eric Blank on June 06, 2012, 01:57:52 pm
Crap. That means it's my turn. Guess I'll go PM myself. :P

No plans prepared yet, but I hope I can find that embark again and nobody else took it. Was pretty awesome for constructing a horrendous deathtrap.

Also, we won't be doing any adventurers, as it was learned that that is a terrible idea because the adventurer creation list is already on the brink of crashing the game, and one retired adventurer will cause that to happen when the player views the bottom page on the list of possible species. And that's entirely my fault. :-[


[Alright, I've chosen my site and embarked, and pdated to 34.11. I hope this goes well and I can make something worth exploring for glory and death, but if Armeleon is ready to take his turn now he can and I'll do something else for the time being.]
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Garath on June 16, 2012, 01:50:58 pm
would it help to unretire some adventurers and kill them off? the idea is to make new adventurers and explore a great world, so those who participated first are better off creating new ones anyway
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Spish on June 18, 2012, 12:07:53 pm
Actually it should be my turn, since I requested the number 12 spot. But it's no big deal, since I'm working full time now, so I probably wouldn't be able to spend much time with it anyway. I might be willing to take the next turn though.

Personally, I'm finding it hard to get excited for the succession world because DF2012 doesn't handle post-abandonment creatures nearly as well as 31.25 (no monsters spawn, all residents are randomly scattered outside or deep in the caves). It would be neat to have one of those active, retired dwarf fortress like Romancewhipped in the test world, but it's completely impossible in the current version. And I'm starting to think that the world is way too big and cumbersome for fortress-raiding to be fun (I mean, most adventurers will only ever be able to reach 1 fortress before dying in the wilderness... if they're lucky).

Not to mention I'd be surprised if our world is even compatible with the awesome update coming up, but that remains to be seen.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Eric Blank on June 18, 2012, 03:07:05 pm
Well go right ahead, I guess. I totally forgot about your turn being moved back. It would probably help if the list were updated. I lost internet service since Wednesday, and all hell broke loose. I didn't accomplish anything with the game, so just start where A Spoony Bard left off.

Also, Garath, there currently are no adventurers retired, the game is crashing ebcause there are too many options for creating adventurers, as in too many species to play as an outsider with, so the game will crash if one ever were retired, putting them at the bottom of this list. If the next player tries to look at that last page on the list, the game crashes. So that's why we can't pass the save along with an adventurer being retired. Yes, this is all my fault and I feel terrible. No, there's nothing we can do but start over without quite as many adventurer options.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Spish on June 18, 2012, 06:07:28 pm
I'm not in any hurry to get started here, I had plans for the week. Go ahead and finish your turn.

Has anyone reported the "Choose-your-Adventurer" crash yet? It's happened in more than just the succession world, in my experience.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Eric Blank on June 24, 2012, 06:35:43 pm
Is this thread even undead? I've been playing DF on and off this past week. I just haven't had motivation to do anything lately, not even the things I've always loved. I'm sorry that I wasted so much time moping around instead of working on this project like I should have. I almost had a half-assed dungeon going, but i don't have traps installed in the Deadly Maze of Doom...
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Loud Whispers on June 24, 2012, 06:38:41 pm
As long as someone's making their fortress, it lives. But the amount of people checking the thread has decreased. This is the jarringly slow part that'll take over a year (maybe), can't blame them :P
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Babylon on June 30, 2012, 09:28:37 pm
How is the fortressing going?
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: WillowLuman on June 30, 2012, 09:47:08 pm
Still waiting patiently for my turn :)
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Eric Blank on July 01, 2012, 10:58:28 am
Fortress has been abandoned prior to completion of dungeon. Used DFlair, though, so no item scatter. Sorry to make you wait, but I was disqualified even before I got internet service back so I'd say it's your own fault you didn't start three weeks ago. :P
Shit hit the fan anyway and I need to get rid of this thing before it goes down in a ‼(XXharddriveXX)‼, not to mention everything else that I'd ordain to salvage. It's a lot like choosing who deserves a seat in a lifeboat on the Titanic, right now.

I'll upload in a short while, because I have to transfer the file to a different computer via flash drive, due to technical difficulties.

I can also upload the save before it's abandonment (nothing else happened in the meantime, I just duplicated the save and abandoned the duplicate), if wheover's playing wants to finish an impressive maze and have a good portion of the work for basic setup of industries done for them already. There's some notes, and f1-f5 zoom to various components.
Either way it's completely open to reclaim, which should be relativelymess-free, and should be somewhat safe for adventurers... If you don't die in the dodge-pit trap. I don't think I opened the magma gate, so it shouldn't be full of magma, but it's still a ~10 story fall onto a retracting bridge. There's also a tower on the south-east corner that lets you in across the defensive trench if you approach from either corner. There's a pressure plate in front of a retracting bridge that is currently retracted, and at the bottom of the stairs on the interior side is another pressure plate to lower a drawbridge, accessing the fortress proper without going through the courtyard. Flying adventurers (harpies, cave swallow men...) will have even less problems.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: WillowLuman on July 01, 2012, 01:12:54 pm
Greatorder should be up next, right?
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Eric Blank on July 01, 2012, 03:49:05 pm
I actually thought Splint was...

Anyway, here's the save post-abandon.

http://dffd.wimbli.com/file.php?id=6604

I left SPEED:0 in the dwarven laws from shear stupidity, but I'm not going to go and reupload it to change one line of code.

Erm, whoever is palying next may ordain to go to the save's RAW folder and open up body_default.txt, search for humanoid_armless, and under that entry locate where it says "left foot" and "right foot," and at the end of either line of code, add the [GRASP] tag. That way, harpy adventurers have the ability to pick things up. :P
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Spish on July 01, 2012, 08:52:19 pm
Still pretty busy, but I'll see if I can't get started within the week. If greatorder wants to go ahead and start, he's free to do so. (The first few days are just planning, anyway)
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Replica on July 02, 2012, 12:25:15 pm
Sign me up, with a waiting list of forever and slow project speed I imagine I'll be doing my run next year. :P
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Eric Blank on July 02, 2012, 09:17:23 pm
Well in the meantime we all have forts to adventure through.

I just made an expedition to my own fort. Adventurer's name is Vuca Lurewhisper. She's a demigod harpy of absolutely incredible agility (1968 when unladen, around 1250 or so with the steel armor I nabbed on.) Being a harpy, and due to further negligence during planning, she initially had no weapons of any kind because she had no hands and couldn't hold anytihng with her feet. That's why I said to change the raws back there.

After solving that, I immediately set out to reach my fort. She actually started way down in the antarctic tundra, in a city in a desert called "the dunes of virginity."

Here's the full route I took, outlined in pink (full 4112x4112 pixels):

Spoiler (click to show/hide)

The route, visibly, took her through many wonderful lands. And some not-so-wondrous ones. She died many times, leaving me to savescum. Mostly, it was goblin ambushes. Then eaten by some gaint crows. With a healthy mix of bogeymen and dingoes.

The entire way, the land was temperate at best, freezing at worst, and hunger and thirst were constant concerns. The Great Valley is truly a terrifying place for the unexperienced adventurer, as the land is flat, and rife with beasts. When there is liquid water to be found, it usually contains some manner of fish to torment you. There were also platypi and turtles.

Spoiler: kill list (click to show/hide)

As you can see, she killed quite a few bogeymen. Being able to fly was a massive advantage against them, as well as the dingoes.

After reaching my fortress, she discovered to her horror that the titan I'd locked up in a narrow passage was now in the middle of the halls. It murdered a companion she picked up at a fort nearby, then the Head Craftsman of my fortress. It took her a long damn time to kill it with just a silver shortsword, but afterwords she became a hero. A hero to EVERYONE. except the kobold civs those two kobolds she killed belonged to; they still hate her.


The entire trip took more than a month in-game, two days IRL, and I accidentally navigated my way past the pass into the inland sea, and nearly hit the northern ocean itself. Actually up until that point I didn't have a map anyway; I had been flying blind, and finally decided to duplicate and give in to starvation so I could export one, then very roughly traced her route in paint, and continued from that lake she was adjacent to and began traveling south, to my fort.

Notes on my fort itself:

Spoiler (click to show/hide)


So, where exactly are all the other forts? I intend to visit them all. :P



edit: update: The abstards gave Vuca the title "the Nude Lanterns!" What the hell, RNG.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Oliolli on July 03, 2012, 02:38:35 pm
Spoiler (click to show/hide)

Locations, locations, locations.

It would appear that you were quite close to Råshīggal. I think.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Eric Blank on July 03, 2012, 05:39:12 pm
Indeed I was. I discounted it as being just another dwarven mountain hall, I guess.

Looks like there are twice as many fortresses to be accosted by terrible adventurers, now. Any idea where Ustresene is? I know where Osed Anil is (within a couple millimeters south-east of that necromancer tower, straight east of Ula Siga) and I found Azstrogzedan and Thadthob on the historical maps.

Neither Osed Anil nor Ustresene will show up on the historical maps until the next decade rolls around (they were both created in the 330's, after the last historical map update, another map won't be created until 340+), so locating it among all that ASCII in my exported map is going to be a pain in the ass.

Here is an ASCII map of the sites I've located with the historical maps (4112x4112 pixels, copy the link and view it in a new tab/window so you can actually see and navigate it all.):

http://img198.imageshack.us/img198/8656/successionworldfortress.png

I think I'll visit the other 5 that I've located but never seen before in the meantime (I've visited Ula Siga after GIH's turn). Vuca will have quite the adventure in her future...
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Eric Blank on July 04, 2012, 03:20:19 pm
And to the overseer of Rashiggal: I curse thee!

Poor Vuca got her leg ripped off by a sturgeon, only to find a crutch sitting outside on the ground at Rashiggal, and then to die within.

Ninginen was nowhere near as exciting murderous, and the only deathtraps I had set up when I abandoned Osed Anil were still survivable (well, those I'd built. The plans were quite nefarious indeed.) But this?

Death awaitS was built into the front lawn for a reason, I presume :P

I'm not going to bother to savescum this time, as clearly I deserved this.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Oliolli on July 05, 2012, 01:18:14 am
So how exactly did Vuca die there? Blood loss from a removed leg? Or had the leg been removed sturgically enough to prevent excessive blood loss?
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Eric Blank on July 05, 2012, 10:51:49 am
Oh, she was faint after losing the leg, but she was quite a distance from the fort when it happened and she finished fast-travelling there and was relatively healthy upon arrival. And found a crutch.

She died because a lever dropped a block in her way, trapping her in a little alcove. That's not even fair... :P
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Oliolli on July 05, 2012, 11:46:01 am
BWAHAHAHAAHHHAAA!

Råshīggal claims it's first victim!
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Garath on July 05, 2012, 01:23:10 pm
still checking around :D. still not anywhere near my turn.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Spish on July 11, 2012, 03:38:08 pm
Ugh... you guys, I don't think I'm gonna be able to do this. Been over a week since my turn started and I haven't even embarked yet. Between working full-time and being too busy, too lazy, and too easily distracted, I've spent most of my DF time just screwing around the world in adventure mode.

In case you're curious, the original idea (back in 31.25, and what I was planning to do with Romancewhipped before I realized there were no goblins in that world) was to build a large, barony/county fortress and DFmode retire it at the start of a goblin siege, so that the adventurer would always arrive in the midst of a huge, bloody battle. You'd get to personally fight with highly skilled, mounted goblin warriors (as well as their general/demon leader), and any dwarves that happen to survive (or you personally saved) would be able to join you on your quest :]
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Spish on July 19, 2012, 06:38:57 pm
Are you guys still waiting on me? My 10 days ran out a week ago, and I thought I made it clear that I had given up trying to set aside some DF time :o

(in retrospect, I really didn't)
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Eric Blank on July 20, 2012, 02:21:36 am
I actually think it's been pretty much forgotten about...
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Vodrilus on July 20, 2012, 03:49:40 am
I'm still eagerly waiting for my turn (#33). Let us keep rolling. ;)
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Kofthefens on July 20, 2012, 11:18:23 am
I'm glad to be in the top 50! (#49) Let the !!fun!! go on!
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: WillowLuman on July 20, 2012, 12:57:36 pm
It'll be christmas before I get my turn on, yet I still eagerly await!
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Eric Blank on July 24, 2012, 12:45:07 pm
Alright, if Spish has really given up I'll PM Greatorder
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Eric Blank on July 24, 2012, 05:38:06 pm
Uh... 34.11, about 10 days, and the save be here: http://dffd.wimbli.com/file.php?id=6604
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Oliolli on July 25, 2012, 04:23:59 am
unless you are one of the Tarn brothers.

Tarn brothers, eh? Adams Tarn and Zach Tarn?

ಠ_ಠ
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Eric Blank on July 25, 2012, 03:18:53 pm
What do you mean it doesn't work? like, it doesn't show up in the "start playing" list after you extract it to your saves folder? You should never need to reinstall DF to get a save to show up in the list.

Except if you're using a version of DF older than the save, I think. Confirm that you're using 34.11, not 34.10 or below, and that the contents of the compressed archive were extracted to [your DF directory]/data/save?
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Eric Blank on July 25, 2012, 03:39:51 pm
Oh. Your system just decided it hates saving massive files, then? It took a long-ass time for me, too, but I was having serious issues with my computer at the time and that's what I blamed it on. It took minutes to do literally anything, and saving a game in DF was no different. Maybe the save really is getting bloated enough that it's becoming an arse to save, though...

I guess we have to see if the next guy has issues saving it, then?
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Vattic on July 26, 2012, 01:40:53 am
Just got messaged telling me it was my turn. Though I posted in the thread near the start I didn't mean to volunteer so whoever is next can go.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Eric Blank on July 26, 2012, 02:35:31 am
The curse strikes again!
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: clockout1 on July 28, 2012, 07:45:07 pm
Unfortunately, I've got way too much stuff going on at the moment to do this. Still watching the thread, but I'm gonna have to skip my turn.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Eric Blank on July 28, 2012, 08:20:16 pm
Huh. Okay then...

Pm'd the next guy too...

Who skipped via PM.

Next!
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Phantom of The Library on August 02, 2012, 07:28:41 pm
Have you received a reply from Masta Crouton or Ghills yet?
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Eric Blank on August 02, 2012, 10:26:36 pm
None form crouton. didn't message ghillsm, so I will now.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Babylon on August 05, 2012, 12:37:14 am
I'm downloading the latest save to try it out in adventurer.  I don't have much experience with adventurer, so I expect to die a lot.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Ghills on August 09, 2012, 05:39:01 pm
Oops, life went a little nutty and I just checked the forums for the first time in weeks.  Do you guys still want me to take my turn, or does someone else have the save now?
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Eric Blank on August 09, 2012, 07:27:08 pm
Nothing else has happened. At all. Go ahead :P
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Ghills on August 11, 2012, 11:24:41 am
OK.  I'm downloading now and we'll see how this goes.

I haven't actually had time to play DF much since 34.08, so goodness knows how this will turn out.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Ghills on August 16, 2012, 08:33:24 am
Bumping for a question - did vampires get turned off in world generation for this world? Or do I need some vampire-containment traps in the fort?
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Eric Blank on August 16, 2012, 08:52:18 am
Vampires do exist, so yeah you may need to check for them in your populace.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Ghills on August 18, 2012, 08:38:25 pm
Yeah, I found one.  Not until they'd already drained someone, though.

I'm running out of time to spend on DF, so I'll be putting the save up in a day or so.  In the rules it says that DFhack is only allowed by discussion - does that apply to retiring a fort too?
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Spish on August 18, 2012, 08:46:00 pm
Feel free to retire your fort with DFhack if you know how.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Ghills on August 29, 2012, 09:01:03 pm
OK, so this is disgracefully late, but it's up.   Turning a fort into lair involves becoming an adventurer, so I didn't do that in case of problems for future adventurers.

The fort:

Kolisak had sand, a volcano, and (rumored) flux stone, making it a perfect spot for dwarves to settle.  The defenses aren't fully up (I spaced things out to make the traps easier to avoid), but the dwarves of Kolisak did put up a few cage traps close in front of the gate.   Metalworking hadn't progressed very far, since it seems that gold and copper were the only metals available.  The gold-bin industry was doing quite well however. :)

Clothes, meals and crafts are most of the valuable exports, although some very nice bronze and steal weaponry were bought before the fort's end.  Kolisak's location is engraved on the map below:
(http://tnypic.net/images/92229_thumb.png) (http://tnypic.net/92229.png.html)

Save game is here: http://dffd.wimbli.com/file.php?id=6845
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Eric Blank on August 30, 2012, 12:37:51 am
Cage traps? We don't permit cage traps, for horrible-game-crashing-bug related reasons. :o
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Loud Whispers on August 30, 2012, 12:39:09 am
Aren't cage traps disabled automatically?
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Eric Blank on August 30, 2012, 01:34:32 am
Aren't cage traps disabled automatically?

They are? How embarassing :P

Where the hell did Poindexter run off to anyway?
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Spish on August 30, 2012, 02:06:04 am
Poindex ragequit'd out of the leadership role after failing to get Dwarf Fortress to work so he could play his turn :P

We should probably have someone more reliable start a new thread, with an organized, informative OP
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: ab00 on August 30, 2012, 09:15:18 am
I could do that if you want - although I'd have to make the thread later today.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Ghills on August 30, 2012, 10:50:02 am
Aren't cage traps disabled automatically?

They are? How embarassing :P

Where the hell did Poindexter run off to anyway?

Huh.  Well, I checked the OP and didn't see anything about cage traps, so I added some in to try and catch some Giant Dingos.  That kind of rule really should be in the OP.  New thread time, I think.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Poindexterity on August 31, 2012, 12:30:08 am
Aren't cage traps disabled automatically?

They are? How embarassing :P

Where the hell did Poindexter run off to anyway?
i still lurk and watch. Very little of the out of game stuff makes any sense to me though.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Poindexterity on August 31, 2012, 12:31:13 am
Poindex ragequit'd out of the leadership role after failing to get Dwarf Fortress to work so he could play his turn :P

We should probably have someone more reliable start a new thread, with an organized, informative OP
feel free.

i tried to warn everyone when i first came up with this idea that i was entirely unprepared to deal with its massive scope.
I'm glad someone finally believes me.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: WillowLuman on August 31, 2012, 01:03:27 am
But if we start a new thread, most everybody WILL lost track.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Poindexterity on August 31, 2012, 02:53:30 am
But if we start a new thread, most everybody WILL lost track.
This is also true.
I will be more proactive about updating things in the OP as they become brought up.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Eric Blank on August 31, 2012, 11:59:17 am
Updating the turn list would be nice. I can't recall who all completed their fortress and submitted it, but just marking off everyone short of Ghills should help at least keep track of who's up next.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: BFEL on August 31, 2012, 01:57:28 pm
Any chance you guys are still accepting new turns on this?
>.>
<.<
even though mine prob won't come until the final version of DF goes live XD
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Talvieno on August 31, 2012, 05:48:44 pm
even though mine prob won't come until the final version of DF goes live XD
Heresy! Blasphemy! Sacrilege! Let us pray this never happens. :P

I'm still interested in this game (MFOW), if it can be pulled back from the brink. I really loved the idea and was looking forwards to seeing it happen.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: BFEL on August 31, 2012, 10:01:49 pm
well if they dont answer I could always start ANOTHER game XD I'm starting to look desperate for attention, since I post a bunch and continually make more Succession games :P
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Eric Blank on September 01, 2012, 01:06:09 am
More meat for the grinder sounds fun!

But yeah, it seems without someone updating the turn list and keeping things going, it's not gonna be going very fast at all. But then again one of the really fun things about succession games is hearing about all the crap that went wrong for whoever was playing, and so far nobody has done that. That has probably contributed to the lack of interest, I'd guess.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Rose on September 01, 2012, 01:25:52 am
Wait, this is still a thing that is a thing?

Question: by restricted DFhack use, what do you mean by that? Is stonesense allowed? And also, will 50 turns ever happen?
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Talvieno on September 01, 2012, 06:25:35 am
Random thoughts/suggestions:
I agree with the turns. The original poster in a succession game needs to be able to enforce the rules (without sounding like a jerk, lol), and ensure that things keep moving. A little more structure in the OP doesn't hurt, either, as well as keeping track of who's played, and little details like how many forts each player made, and what their fort names were. It'd be cool to see how many forts 50 players could make... Though, realistically, probably only half of those would finish their turns.

Another thing that would help is encouraging players to take screenshots, rather than draw maps. While I admit that the latter would be more fun for roleplaying purposes, it's a bit more effort than a lot of people are willing to put into the game. If we manage to build even forty fortresses, it would be difficult to keep them all straight in your head, and having seen screenshots probably wouldn't matter anyway, unless you went and intentionally checked the thread for them while you were playing.
    The reason I suggest this is that it would help keep the thread active. Another possibility is to point out that, unlike traditional succession games, it's completely fine to post stuff about your forts (stories, pics, etc.) after your turn is over. But these are just ideas.

50 turns would only happen, I think, if people were given exactly one week to repost the save. They could build as much as they wanted (and as many fortresses as they wanted) during that time, but they would have to give up the save exactly one week later or they'd be skipped. As far as I can tell, that didn't exactly happen with this thread... I think that was the original idea, though.

Also, I agree with Japa... I'd like to be able to see clearly in the OP what was modded in/out, and what the rules are, rather than go dig through a number of pages.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Eric Blank on September 04, 2012, 11:13:02 am
The actual turn length agreed upon was 10 days, because a lot of people don't have enough time in a given week for DF.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Fluffkind on October 02, 2012, 03:15:05 am
It's been a month now people, what is going on? Lets get moving.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Spish on October 02, 2012, 02:51:10 pm
I can't imagine who would want to go back and play this succession world once the version with living worlds, improved stealth+nonlethal combat, tracking parties, quest variety, demon sites, prettier trees, and the long-awaited return of goblin/elf/dwarf/kobold sites is released; we'll probably want to start over when that happens. But that may be a while, so if we are to keep this one going, we are going to need a new "expedition leader," so to speak.

Methinks we shouldn't really bother with a turn list. First come, first serve; makes things a lot simpler, and that way we don't end up waiting several months for someone willing to play their turn, so things move faster. It's not like in succession fortresses where there is a limited number of years to go around.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: WillowLuman on October 02, 2012, 08:13:55 pm
Not till next week for me, I've got studying.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Pranz on October 06, 2012, 07:33:30 am
Methinks we shouldn't really bother with a turn list. First come, first serve; makes things a lot simpler, and that way we don't end up waiting several months for someone willing to play their turn, so things move faster. It's not like in succession fortresses where there is a limited number of years to go around.

I'm for. How about we only have a list of 3-4 people max, so you can only make it to the list if you can play in the nearest month.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: orius on October 07, 2012, 12:11:36 am
I'm going to have to drop out unfortunatly, I've been having some problems with my computer for the last few weeks and it's unlikely I'll be able to take my turn.  :(

I'm in some seious DF withdrawal here too.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Eric Blank on October 07, 2012, 02:12:30 am
This is still attempting to drag itself forward on it's mangled limbs? Hasn't been on my watch list.

Also, I know how you feel Orius; my personal computer has bit the dust, apparently with multiple components failing. I'm stuck on an ancient deathbox with 2gb total of RAM and no processing power; it constantly maxes out the RAM playing DF and I can't even load Skyrim or the construction set for it. Then when the antivirus decides to run, it murders all other programs, and it's ALWAYS trying to run a scan or something. Crappy antivirus programs are my arch-nemesis.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Loud Whispers on December 01, 2012, 06:11:25 am
This still living?
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Talvieno on December 01, 2012, 10:54:03 am
I would say not. It was a great idea, it just wasn't executed well.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Spish on December 01, 2012, 11:13:04 am
I think the drastically increasing filesize is the biggest problem. We should get Toady to look into that; it has to be a coding oversight, because there is most certainly no way a 2x2 fortress could possibly contain more data than a 20mb pocket world roughly a million times its size.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Vodrilus on December 01, 2012, 11:23:05 am
Could the problem be ameliorated on the next try by only allowing 2x2 forts? (Or 1x1 for the hackers?)
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: ab00 on December 01, 2012, 11:26:55 am
The problem with that is that you then need 4 times the amount of fortresses to cover the world, and some of the data saved does not change size depending on the size of the fortress.
Title: Re: Many fortress, one world: Succesion world for adventure mode
Post by: Eric Blank on December 01, 2012, 02:25:36 pm
Well we don't need to cover the world anyway. But mandating such tiny fortresses will leave the construction of said fortresses somewhat less interesting for the players.

Should probably use a medium-sized world next time, and make sure wheover runs the thread has enough free time to actually do so.