yup. consider me interested... perhaps a few others might join.
protips for succession games:
1. scout the embark to make sure it fits with the concept at hand (ie. low lag, access to ornate metals, water features maybe? ). after scouting, you can quit the game with the dfhack command 'die' and this will neatly prevent a save from occurring. or just force quit the game. unless you are going for true RNG, sight-unseen embark
2. keep the player list updated so people know who is playing
3. listing the successive player journals in a table of contents is always a nice touch
4. as OP you are responsible for kicking the can along and sending PM's to alert players their turn has arrived
I am also interested. A true dwarven resort, waterfalls and all. Will be interesting if the resort gets overtaken. Additionally a key goal should try and make our fort worth an ridiculous amount of money.Oh yes, producing large amounts of
I was planning on using the premium version. The new labor system and the UI changes are a must for me now. I also feel like we should discuss mods. I'm not suggesting anything game-changing, just DFHack and visual mods like Detailed Landscapes. What are your thoughts on those?
I'll also edit the first post to make it clear that the rules listed there are in place now, including the citizen cap being 50 and the visitor cap being 100. I have a technical question though. If we're going to keep the citizen cap at 50, can that be bypassed by long-term residents and them potentially petitioning to become full citizens? I agree that the cap should be kept low so that sieges aren't triggered, I just want to make sure there aren't any loopholes that could get the fort to that threshold.
yeah. we should simply have a rule that petitions are to be ignored ("Sorry sir, your job application has been reviewed and you are not fit for the position of Sauna Attendant.")Added to the first post.
So...you're making Vegas?I mean...probably.
I find that too long a history during world gen can result in too many extant populations. the best way to mitigate that is generate small worlds, instead of medium worlds. If you DO want to play with the larger and more interesting medium world, then halting the worldgen around year 250 is my recommendation..I think I'll go for medium worlds at 250 years then. I've also already made a reddit post, but I'll look for a DF discord channel when I get the chance.
We might get more players but honestly the forums are quiet as of late. if you made a post on reddit or wherever else people gather (discord?) we might find more takers.
aquifers aint no big deal imo
Hi, I'm interested.Just for the sake of challenge, let's say all of it has to be fancy. These dwarves are going to be stuck catering to all sorts of people, so they deserve nice things to look at in their personal areas. Their psyches are fragile enough as it is and it's good for business if the staff doesn't get depressed or go insane. Plus, imagine the reputation boost if it gets around that our resort treats the hired help just as well as the visitors.
I do have a question about "All rooms, passages, and the general layout of the fort itself should be fancy." Backrooms should be exempt from this rule, no? Nobody expects the kitchens to be fancy.
We should probably embark on sand, because we will certainly need a lot of glass.Understood, I'll look for sand during embark. Might as well look for clay too I guess.
Might as well look for clay too I guess.Pottery is
While we're talking about DFHack, if I use it to set up autofish or something similar, are the settings saved within the same file we'll be passing around?I'll try to test it, but I think for that you need to pass some files from dfhack along with the save.
Also, I know there's a way for images to show up directly in a forum post, but I'm not sure how to do it. Can anyone share the secret with me?
[img]https://yourimageurlhere[/img][img width=640]https://yourimageurlhere[/img]Necromancer towers (I) are special structures built by necromancers during world generation. The number of necromancer towers is influenced by human populations (which requires low savagery and large tracts of neutral land) and the number of secrets in world generation.
Disclaimer: This is my first time even participating in a succession fort, much less starting one, so I have no idea what the standard practice is for deciding any of these things or if the OP gets blanket power over these decisions.
Give the starting dwarves mainlyThat's actually a good idea. No matter what skills I give the starting seven, we're bound to get migrants who are better at it than them, so why not ensure we have performers ready for when the resort opens?uselesssocial skills and music skills.
Do you think fishing is going to be feasible in the lower pool? We've got things like giant alligators and giant snapping turtles in the water, but there aren't any ramps along the edges of the pool. Can they still get out if the z-level at the water's surface is dug out for fishing? Moreover, if a fisherdwarf gets spooked, will they accidentally dodge straight into the water? Can marksdwarves fire at creatures in the water?I think its yes to all.
Fishing via floor grates it is then. That should be an interesting project given the proximity to such dangerous wildlife, but once it's set up we might be set for food.Do you think fishing is going to be feasible in the lower pool? We've got things like giant alligators and giant snapping turtles in the water, but there aren't any ramps along the edges of the pool. Can they still get out if the z-level at the water's surface is dug out for fishing? Moreover, if a fisherdwarf gets spooked, will they accidentally dodge straight into the water? Can marksdwarves fire at creatures in the water?I think its yes to all.
Intro
It has been 250 years since Armok forged this world we know as the Domain of Wind. Since then, The Contained Swords has prospered, forging alliances with our dwarven cousins to the north in the Pulley of Lobsters, the humans to the west in The Puce Confederacies, and the elves to the south in The Beast of Covens. They have also repelled the goblins of the Tick of Alliance and managed to contain the vile forces of the tower of Claspcircled.
And yet, many in the kingdom feel isolated. Bound by a haunted steppe to the west and a towering mountain range to the east, the dwarves are running out of places to settle, and the wider world is beginning to beckon to some. Rumors of civilizations far afield are starting to excite the minds of many citizens.
It is in these circumstances that we find seven dwarves loading a wagon outside a tavern in Amazedlantern, the southernmost settlement in The Contained Swords. Their plan? To travel south through the Murk of Polish and into the untamed wilds of the Mysterious Jungle, to a place where three rivers join into one. Their goal? To create a nexus of knowledge and culture, and hopefully forge a gateway between their kingdom and the wider world. Though survival may be difficult, the location offers great potential to showcase the craft and ingenuity of the dwarves.
Their story is in your hands. How will you shape what becomes of this place?
Overview
The spirit of this succession fort is rather simple: to create a fortress devoted to hosting visitors and handling all the challenges that come with it. Expect lots of bar fights, spies, attempts to steal artifacts, and a massive number of suspects for every crime committed. Whatever can be done to draw in travelers will be our goal. More than that, it’s up to us to keep them safe in this savage landscape and maintain a good reputation. Overseers are also encouraged to create any megaprojects they think would fit the theme.
Biome Details:Spoiler (click to show/hide)
Game Rules
-The citizen cap is 50 and the visitor cap is 100.
-Petitions for long-term residency and citizenship are to be denied automatically to avoid the number of citizens exceeding 50.
-If there's a type of zone that attracts visitors, it needs to be built. This includes taverns, libraries, and temples dedicated to various religions. Unofficial zones like statue gardens, zoos, and museums displaying artifacts are also encouraged.
-Zones are allowed to be set to citizens only for the first three years of the fort, but after that at least one tavern, library, and all temples and guildhalls must be set to allow visitors.
-Taverns must have tavern keepers serving drinks, and all zones that can have performers need at least one performer assigned.
-No minimalistic designs. All rooms, passages, and the general layout of the fort itself should be aesthetically pleasing to both creatures inside and outside the game.
Player Expectations
-Turns last one in-game year, ending at the beginning of Spring.
-Players have one week to complete their turn. I can make exceptions as long as you keep communicating with us and show your progress on the fort, but I'd rather not have you go more than three days past a week.
-Don't intentionally run the fortress into the ground. Depending on how far we get before something catastrophic happens, I reserve the right to roll the save back to right before the fort falls.
-Don't be dumb. This means no mining of adamantine and making sure that a capable military squad is on standby when cracking open any pockets of obsidian studded with precious gems. On top of that, take care not to rile up the wildlife or at the very least be prepared to respond properly when dealing with them. Finally, please resist the urge to mess with the caravans. It's bad for business.
-Don't be a dick. I'm not gonna tell you what you can or can't talk about here, but just please be civil and follow the general forum rules.
-Journal entries can be written in character or just from your view as a player, whatever your style is. Just make sure that you let us know what's going on and anything major you're building for the sake of future overseers. No one wants to pull a lever and accidentally activate Project Fuck The World Mk2.
If you're interested in being a part of this, drop a reply and I'll add you to the list of players.
List of Players
Inatun
Salmeuk
AvolitionBrit
Baprr
TheDorfist
YoloMesh
_chax
Parry
Also, can someone tell me the trick to turn links into custom text? For instance, how do I make the link to each journal entry into look like "Journal Entry 1" instead of a URL?
[url=http://www.bay12forums.com/smf/index.php?topic=181457.msg8457027#msg8457027]Journal Entry 1[/url]
On top of that, take care not to rile up the wildlife or at the very least be prepared to respond properly when dealing with them.
Im eyeing up some waterfall facing roomsAnything that can overlook the rivers or the pool is definitely going to be prime real estate. I'm thinking of having the bedrooms be in the southeast portion and most of the touristy stuff be in the area under where the wagon currently is, which will include the tavern. That way there can be a covered glass bridge at the base of the waterfall with some grates to let mist in. Dwarves looking to relax will end up with nice thoughts from the mist pretty consistently.
I might have to get that soap made quick. We don’t have any animal trainers yet, so I want to make sure we keep the dogs we do have healthy.
I might have to get that soap made quick. We don’t have any animal trainers yet, so I want to make sure we keep the dogs we do have healthy.
Took me a while to realise that you didn't intend to make soap out of the dog. Guess I'm a bit too used to seeing them as only a source of meat/fat/leather.
Turns out the bridge over the river for migrants coming from the west is at just the right height for creatures to crawl out of the river, onto it, and into the fort.
I can only assume that Morul is as done with these otters as I am, seeing as he skipped fetching his axe and started punching the damn thing to death.Classic dwarven behavior right there. The correct answer is probably both.
I’m not sure whether to give him a commendation or send him to anger management.
The way I play usually has the pack animals become the first batch of soap, but we got lucky this time in the sense that we got a male and female yak pulling our wagon. A free breeding pair of yaks seems like quite a blessing.I might have to get that soap made quick. We don’t have any animal trainers yet, so I want to make sure we keep the dogs we do have healthy.
Took me a while to realise that you didn't intend to make soap out of the dog. Guess I'm a bit too used to seeing them as only a source of meat/fat/leather.
So, purely hypothetically, when giant alligators get all seven, do we reclaim the same site? Or do we look for a less of an alligator-infested deathtrap?Let's cross that bridge when we get to it.
Honestly it's pretty fitting to build a high-end resort in a wetland infested with alligators--just look at Florida.Yeah, once we have glass walls and cage traps between us and all the things that want to violently murder us, we might even be considered a family-friendly establishment. Seeing as we don't have access to animatronic animals though, let's avoid attempting to re-create the Disney jungle cruise.
Honestly it's pretty fitting to build a high-end resort in a wetland infested with alligators--just look at Florida.Yeah, once we have glass walls and cage traps between us and all the things that want to violently murder us, we might even be considered a family-friendly establishment. Seeing as we don't have access to animatronic animals though, let's avoid attempting to re-create the Disney jungle cruise.
im finally on the forums and the fort seems to be going well so far. have we breached the caverns yet?Glad to have you here! No, the caverns haven't been breached yet. I'll try and break through the aquifer before the end of my turn.
I'm honestly not sure what our main export is going to be yet, although being able to produce our own clothes would be nice. All I'm trying to focus on during my turn is getting a nice foundation laid for the rest of you.
if there's an update to the base game during our play. do we restart or hold back on the update? (to avoid possible save incompatibility issues)Not sure, I suppose it depends on if the update is compatible with existing worlds.
did we skip first layer? how are we on the second already? :oIf you get lucky you can avoid a cavern or two. Especially if you dig 1x1 stairs.
i guess that's one way to do it, lol. and i take it we do not have any magma pools?did we skip first layer? how are we on the second already? :oIf you get lucky you can avoid a cavern or two. Especially if you dig 1x1 stairs.
None have been found yet. I didn't really do any exploration of the caverns.i guess that's one way to do it, lol. and i take it we do not have any magma pools?did we skip first layer? how are we on the second already? :oIf you get lucky you can avoid a cavern or two. Especially if you dig 1x1 stairs.
picking this up :] nice update Intatun, the fortress looks well designed and ready for expansion. the "year 2" turn is traditionally when SHTF and I expect nothing but trauma and blood. this is why we built near the rivers, yes? easy washing.Thanks. I was aiming to design it with expansion in mind, so I'm glad you feel I hit the mark on that one. I'm really excited to see what this becomes. As for the trauma and blood part, the rivers are probably going to be the greatest source of health and harm. Water for cleaning wounds will come from them, but so will horrible creatures and death by drowning.
A note about performances. I have no idea if you guys know about this yet or not but I feel like mentioning it on the chance you don't. Chax brought to my attention that every music form requires specific instruments and potentially multiple dwarves, whereas I thought it was as simple as putting a single dwarf as a performer and that would be that. More than that, poetry and dance forms are linked to specific musical forms.Let me just put my two cents in on this one. Yes, performances technically need specific instruments - but as far as I know, dwarves can and will "simulate" such instruments if none are available. This is especially troublesome with handheld instruments, which may end up used once or twice in a tavern and then forgotten entirely (or at least, this could happen in 47.05; I don't know if Toady fixed this in 50.0x). Instruments that have to be placed down in the world to be played ("stationary" instruments) do not have this problem as far as I know. Generally speaking you will need multiple dwarves congregating in an area for them to start a performance, but visitors can and will join right in.
wait, do we have clay? I didn't think to check on my turn!Pretty sure the top soil layers are clay. I made sure to have it as a resource before embarking.
wait, do we have clay? I didn't think to check on my turn!Even if you don't, it can be bought from caravans if they have access to it, though you may need to specifically request it to get a meaningful amount. Fire clay is the best kind.
wait, do we have clay? I didn't think to check on my turn!Even if you don't, it can be bought from caravans if they have access to it, though you may need to specifically request it to get a meaningful amount. Fire clay is the best kind.
Similarly, bags of sand can be acquired from caravans.
about the instrument thing. be sure to create extra. since our fortress is small, maybe 10 of each at least. with the exception of the stationary ones.
visitors will play instruments too, and annoyingly so, may leave the fortress with one, lol. i've had several masterpiece instruments stolen before. usually (and most of the time) by diplomats.
periwinkle of lilac
Nice research. never seen someone do a thorough performance / instrument report like that
Im pretty good with DF commands, if you post what you want i think i can do it. There is a df-hackery to create items is that what is being utilised here?I'm actually familiar with that command and this is how I think it should be used. Let's say you have an instrument or instrument piece made out of a single metal bar. You have a dwarf make something out of a metal bar and note the quality. You then destroy that object and spawn in the foreign instrument with the same quality as the made object. That way you're actually simulating the creation of that instrument.
Chax, you mentioned you could use DFHack to get us access to foreign instruments somehow. Is that something you could walk AvolitionBrit through? Alternatively, could the save be handed off to you and you run the commands before passing the save over to Baprr?
Im pretty good with DF commands, if you post what you want i think i can do it. There is a df-hackery to create items is that what is being utilised here?
I'm just gonna trust you know what you're doing, because I have no idea what I'm looking at.no need. found what we're looking for. the one we needed the most anyway.
Edit: Hang on, would it help if you were able to embark as a member of a different civilization and see what instruments you could produce? I remember looking through a bunch of music forms our dwarves knew and a bunch originated in the Pulley of Lobsters, the dwarf civ next to our own.
80 Sedish
84 Inal
85 Tustzal
86 Zamnuth
87 Gothum
272 Tathe
275 Elema
our parent civ's ID is 254. from there, head to "resources > instruments_types" then add in all these.
Complaints about an open plan hospital would make it easier for a werelizard to attack are noted but i must once again repeat that we have no such creatures within our fortress.
BURN THE SAVE WITH FIRE AND RESTART.
sorry for caps. but holy hell it is truly painful to search for bites in premium.QuoteComplaints about an open plan hospital would make it easier for a werelizard to attack are noted but i must once again repeat that we have no such creatures within our fortress.
i suspect these early premium versions will go down in memory as "the were-pocalypse". Almost every successful fortress runs into weres and the resulting containment can be a genuine impossibility.
Every bit visitor will enjoy a nice rest in their own masterfully crafted soft bed, and their own private wall, made only of the finest limestone blocks, along with a nice cask ofResidents are reminded to enjoy our monthly supply of lizard steaks. Pleasure queue up in the Kitchen to recieve this premium piece of meat. Free of charge ofcourse.Amonbarley wine.
I'll be honest, I've never had to deal with a werebeast problem before. Given that we now have a sizable portion of the populace infected, what's the next step in terms of dealing with it?
underwater viewing areas
Oh boy, is it my turn? I'm not at home right now, can maybe start playing tomorrow.That's right, you're up next!
Ummm that doesn't sound right. Double check there are no other timelines, if not i will finish it off.
I'm learning how to use Photoshop as part of one of my college courses. Our most recent assignment was to replace an existing billboard with one of our own design, so I decided to make a little advertisement for our little resort.I like it, a good start to the advertising campaign.
(https://i.imgur.com/PEiVXAX.jpg)
Ummm that doesn't sound right. Double check there are no other timelines, if not i will finish it off.
Removed every save, loaded yours, still early winter. Maybe you've sent the winter autosave by mistake?
I'm learning how to use Photoshop as part of one of my college courses. Our most recent assignment was to replace an existing billboard with one of our own design, so I decided to make a little advertisement for our little resort.
(https://i.imgur.com/PEiVXAX.jpg)
hey guys, it's nearing the end of fasting month here at my place ( should be on the next weekend ). and it's some sort of tradition for a big family gathering by that time, it may and may not take a whole week.Don't sweat it. If it lines up that your turn coincides with when you don't have time then we can shuffle players around a bit.
my turn will probably come at the right time though, but just in case, can i be swapped with the one after me? :-[
it's @Baprr's turn right now, yeah?
I noticed that we run out of meat and ordered our captive badger population tamed just enough so they would listen to the butcher. Noblerivers™! Tastes like nature!
but in 47.05 you can easily end up with 90% of your visitors being villains
villain count: 230
villains who appeared once: 148
villains who appeared twice: 65
villains who appeared thrice: 14
villains who appeared four times: 3
villains who appeared five times:
non-villain count: 14
non-villains who appeared once: 13
non-villains who appeared twice: 1My embark is also very isolated, being only within neighbor range of two civilizations and literally on oceanfront land. Didn't stop many many villains from coming my way.TheDorfist had to bow out due to life stuff, so YoloMesh is up next. Take some extra time if necessary since you probably weren't planning on taking your turn this soon.
TheDorfist had to bow out due to life stuff, so YoloMesh is up next. Take some extra time if necessary since you probably weren't planning on taking your turn this soon.
for now i'll just download the latest safe, it was yours, no?
YoloMesh signed up after TheDorfist, so it should be passed to YoloMesh next. I'll send them a message in case they weren't expecting their turn this soon.
YoloMesh signed up after TheDorfist, so it should be passed to YoloMesh next. I'll send them a message in case they weren't expecting their turn this soon.
I assumed Chax was YoloMesh.
Again, sorry for not replying sooner. I'll message YoloMesh and see where they're at, but if I don't get a response soon I'll pass it over to chax.YoloMesh signed up after TheDorfist, so it should be passed to YoloMesh next. I'll send them a message in case they weren't expecting their turn this soon.
I assumed Chax was YoloMesh.
i'm not, lol.
so it's YoloMesh' turn, right? i've still got time? xD
Baprr, should I add you to the list again?
Haven't heard from YoloMesh yet, so I'm officially passing it over to Chax.
Baprr, should I add you to the list again?
Careful with the doors, they might not be 100% secure. Galka is a beast
90 citizens and the long hallway were already there before me I don't know what to tell you. You can just wait a bit and overpopulation will probably fix itself.it's reaching 100 nearing the end of my turn. i've got some petition, lol.
And the tree farm would be decorative. Elves count underground trees too anyway, so with a cap of six it's better to pick the biggest trees available.had to turn off the farmer guild zone a bit. messes with my schedule somehow, probably cause the farm plot is inside the guild :P
Clear glass is the height of luxury. I mean that's the point, but still...what about these? 8)
And the tree farm would be decorative. Elves count underground trees too anyway, so with a cap of six it's better to pick the biggest trees available.I believe Toady noted in a recent devlog(?) that he considers elves counting underground trees to be in the probable realm of bugginess. It was either a devlog or a FotF reply I can't remember which
++ looks like somebody forgot to turn off their civ cap setting. we shouldn't have this many citizen. i originally thought half of our 90+ was visitors, but nope, all civ. leaving their fate to @Inatun for now.It's possible to expel dwarves to your holdings, right? If so, I suggest that be the solution. Try and whittle it down as much as you can by sending away dwarves without particularly valuable skills.
... oh, i forgot about this tamer solution. almost pressed the extinction bomb button.++ looks like somebody forgot to turn off their civ cap setting. we shouldn't have this many citizen. i originally thought half of our 90+ was visitors, but nope, all civ. leaving their fate to @Inatun for now.It's possible to expel dwarves to your holdings, right? If so, I suggest that be the solution. Try and whittle it down as much as you can by sending away dwarves without particularly valuable skills.
our dwarves wearing Galka drip . height of dwarven tunnelwear
i feel like i haven't done much of anything this playtrough.b-but you drained the river. that's like, dwarfy as fuck
- i also want to suggest a somewhat centralized meeting halls. we have a lot, but it's all over the place, lol. most dorf (if not, all) are feeling dejected cause they couldn't meet their family (the ones that have one anyway).
i found an artifact pick. not sure if it's ours, and it should be the ones from the wilds but i didn't see any notification about it. bit weird. for now it's placed in a display case inside the miner's guild.
i wanted to set up a dying factory. but didn't have the manpowerDo you mean like, a suicide booth? To get rid of the extra dwarves?
i wanted to set up a dying factory. but didn't have the manpowerDo you mean like, a suicide booth? To get rid of the extra dwarves?
Quotei feel like i haven't done much of anything this playtrough.b-but you drained the river. that's like, dwarfy as fuck
truly sorry for this 😦
company bought a new farm. so i'm there for inspection and to settle things with the locals.
will probably stuck here for the next couple weeks.
i'm uploading my latest save. i didn't replay the winter save int he end. (wanted to remove the bridge from the rivers)
could you please notify the guys at the forum? i don't have the time to post my stuff
.... well, i have the time. just not the internet, lol. can't leave for long.
here's my safe https://dffd.bay12games.com/file.php?id=16723 (https://dffd.bay12games.com/file.php?id=16723)
and this is my centerpiece :
https://discord.com/channels/1083155838505582642/1083155838505582645/1113315551771623455
(it's a weaving facility with several stockpiles, looms, and clothier's workshops arranged around Galka's prison and the central staircase)
summary of my play :
> spring : mostly cleaning muds ( carving tracks then smoothing it back ) and installing pumps to drain the rivers.
> summer ~ autumn : capturing Galka and focusing on massive production of clothing. (i think we have about 100 of every piece)
> autumn ~ winter : digging new area under the river and reflooding it. coz we're **Noblerivers** not *Nobleriver-banks* 😂
i'll try to post more details in the forum when i have better internet. will just put things here now to make the game continue.
again. i'm sorry xD
That might mean Imgur finally got around to deleting all that stuff like they said they were.
Just so you know, I can’t see any of Chax’s images. In fact, I can’t see any images from Imgur. I can see images from other places, just not Imgur…
Just so you know, I can’t see any of Chax’s images. In fact, I can’t see any images from Imgur. I can see images from other places, just not Imgur…
The link from my last message (the one where I quoted Chax) was from a Discord channel you might not be in, so you wouldn't see anything if you clicked on it. And I can see my images just fine, both here and from my account. Have you tried using VPN, maybe it's blocked for you somehow?
{"data":{"error":"Imgur is temporarily over capacity. Please try again later."},"success":false,"status":403}
i feel like this is my fault :-[Nah, if it's anyone's fault it's mine. I could've kept posting and kept things going, but I let stress overwhelm me. Besides, I'm pretty sure I've derailed threads before because of being out of town.