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Topics - Nobody1225

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Based on some posts from this thread.


Defini Etha, The Dimension of Prophecies.

The dwarven gods had not even finished crafting the universe when such a prophecy came before them, in the Majestic Court of the Celestial Mountainhomes:

This world is doomed from the beginning.

Dwarves love a challenge, and dwarven gods no less.  Oggez, the lady of twilight and queen of the dwarven gods; the brothers Stettad of wealth and Uzol Graniteiron the Steel of Crystals of jewels (Uzol admired jewels for their beauty and mirrored his name to them; Stettad understood that time was money and kept his appellation short); Uk Alecandles of labor, crafts, metals, and minerals--and his wife, Limul Murkyhollow the Mine of Coal, of caverns and mountains; Ning, she of chaos, war, fortresses to stand against them and the silence that follows in their wake--and her brother, Nilgin, of unending hospitality to the weary and longevity for all: they would defy this "prophecy" and fashion the world as it was meant to be.

Spoiler: The Gods in Full (click to show/hide)

At last, their creation was finished, and they set it to running.  There were dwarves, goblins, elves, and humans--and many, many, dragons, with which to test creation.  But as soon as the humans left their gardens to civilize, and elves parted from their trees to form their own societies, and goblins learned the magic which causes obsidian towers to rise, and dwarves came upon the first anvil from which all others are made--disaster struck.

Strange and cruel rays shone from the sun, and bombarded the earth with unholy light.  Many living beings perished immediately, but many did not.

"Was that," laughed the seven dwarven gods, "it?  The best you can do?  Being from beyond, prophet of doom, you'll have to do better than that!"

Watch.

And so the dwarven gods watched.  The dragons set upon the world's beings, as expected, and soon heroes were sure to arise--

"Wait a second."  Uk Alecandles was puzzled, and soon the others saw it too.  "...why...why aren't they breeding?  Male and female we made them, but..."

All the civilized beings which had been bathed by the sun's rays that terrible day could no longer breed.

"Goblins, elves, and dragons shall divide the world, then", Nilgin sighed, "for only they received the obligation of immortal life instead of the gift of death.  Our chosen people will perish."  And then a dragon died of old age.  "...wait, what?"

The dragons began to die of natural causes, but not before taking every last elf and goblin with them.  Thirty-five years after the creation, the last dragon had perished, and only four civilized beings were left alive--two human men, one human woman, and one dwarf, Dumed Whipcontest.  The woman died seventeen childless years later, one of the men followed six years after that, and then only Thratpin Singblossoms, a mayor, shopkeeper, merchant baron, and two-time victim of the dragon Eruwa's fury, was left alive to lead the human race.  He and Dumed Whipcontest, a wizened diplomat who had taken the throne of the Dwarven civilization over fifty years ago when his wife, the first dwarven monarch, was killed by a dragon, spent many days together, in a friendship born of a complete and utter lack of any other options whatsoever.

But the last man died sixty-one years after the creation of the world, leaving Dumed the only intelligent being alive on the planet.  Nine years he passed in loneliness, but he resolved he would not spend a decade alone, and the god Nilgin granted his wish with a heavy heart, withdrawing his longevity and ending the existence of the last dwarf, seventy years after creation.

Twenty-three decades have passed since that day.

We are alive.

But we do not know why.

My name is Catten Roldethgoden--or so the name inscribed on a piece of stone hung around my neck reads.  The other six with me, they have names inscribed as well.  I do not know if I care to keep these names.  I will probably pick something different, at least as opposed to "Catten".  Roldethgoden has a nice ring to it, though.


I feel that I know these people, but I do not know why.  The place around us feels familiar, but in a very distant way--as if you had come home after a long journey, only to find that some fool had tunneled into an aquifer while you were out, flooded the place, drained most of it out again, and gotten mildew everywhere.

These are...the Mountainhomes?  But where is everyone?

We spent a long time confused and frightened, but nothing became clear.  We could find no one else, no other being--there were many creatures outside, but they were nothing like we remember, nothing at all.

We cannot stay here.  I have located a map leading away from this place to a place designated as the site of a possible future dwarven outpost.  If these Mountainhomes have been abandoned, perhaps at this new place we will find others like ourselves.

Spoiler: X Marks the Spot (click to show/hide)



Dawnbreaks, a community succession fort in the Age of Death!

  • All civilization has collapsed.  There will never be migrants, caravans, invasions, or intelligent thieves.
  • Most sensible wildlife is gone, but there are still bad things in the various site features, and new, extremely nasty and hostile wildlife.  Most of the new wildlife also has a strong desire to steal your stuff and/or eat your food, if not attack you outright.
  • Our objective is to survive and to rebuild dwarven civilization, or the best semblance of it that we can.  In my opinion, this means, in the very long run:
    • Getting the population high enough that we could qualify for immigrant nobles, even though they'll never come.
    • Setting up crafts and coins and other trappings of a dwarven economy that will never activate.
    • Megaprojects.
    • An army.
    • Breaching and beating HFS.
  • We will never get immigrants, so all new dwarves have to be made the old-fashioned way.  Therefore, caution needs to be taken with the dwarves we start with.  We also won't have that many people to "dwarf me!" with...we have four male dwarves, three female dwarves, and they will have to suffice until some of them pair off and get busy.
  • Differences from vanilla DF: greatly altered creature raws, altered entity files, slight adjustments to the reaction and stone matgloss raws that made finding a good site easier, altered shape file, language files mostly purged of accented characters, and I'm using graphics because I'm not a real man.
  • Looking for players and commentators!  I'll run the first year, but probably mostly for raw survival--the people following me will get a chance to cast the fort in their image.
  • I'll take input on players who want to be dwarfed and what skills they're up for--although I might amend the skills for expediency's sake.  One hint: until we find the underground river and lake, fishing will be useless and probably fatal.



EDIT:
Current list after latest finished turn!

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DF General Discussion / Experiment: The Ages of Emptiness and Death
« on: December 08, 2009, 07:22:56 pm »
EDIT: As experimentation continues, the scope has expanded to also include the Age of Death.  The original text, below, will be left for posterity.

This experiment is not particularly epic, nor a demonstration of my DF Adventure Mode prowess, for the simple reason that cheating (the use of DF Companion) is involved.  Therefore, it is intended only as a demonstration and test of the following principle:

It is possible to kill every intelligent being in adventure mode.

The validity and limits of this hypothesis are here being tested.

Phase one of the experiment is complete: advancing a world into the Age of Emptiness (I was aiming for Age of Death, but Emptiness works) strictly through adventurer mode.  Documentation follows.

Phase One: Kill Everything

A pocket world was generated.  Due to previous raw modifications, a large number of megabeasts were created--this should not affect the outcome of the theory, since they'll all die, too.  Only ten years of history have been permitted to pass.

This is a dwarf, hip deep in gore and slaughter.  DF Companion was used to make her into a perfect killing machine.  This is only a proof of concept, not an epic tale of struggle and survival.

Nothing is left alive at the end of the run.  The only things that do not have a death date listed are deities and forces.  Everything which died in the year 10 died at the hands of Datan Worlddoom.  Including Datan Worlddoom, who voluntarily chose suicide by starvation.

Fortress mode dwarves pop ex nihilo.  Despite the extinction of all living beings, embark is possible.  Not shown: following their magma suicide, both embark and reclaim were possible.

Phase Two: What Stays Dead in Fortress Mode?
The leading counter-hypothesis to the "Kill Everything" theory is that things will not stay dead: intelligent beings will respawn, from certain sites or the edges of the world map.  Testing this will take longer.

All historical figures, save deities, are dead; 65% of all historical figures are dead at the hands of a single dwarf.  An end-of-the-world bunker fortress will be created.  The survivalist complex will attempt to create as much wealth and food surplus as possible, to attract immigrants, thieves, and sieges.  Progress will be noted.

Phase Three: Savescum Testing: Adventure Mode Spawning?
Fortress Mode creates beings for at least the purposes of your starting seven, and probably other things as well; Phase Two is for testing what those things are.  Adventure Mode is better at respecting the contents of legends and the results of world gen.  We shall take a save-scum of the Age of Emptiness before the survival bunker went up, and kill a lot of time with an adventurer and see if there's anything new there.

Phase Four:  ???
Further experimentation must await the results of phases two and three.

Depending on results, the experiment may need to be re-run.  If new critters spawn at the edge of the world map (world-gen world, not embark-world), it may be possible to circumvent this outcome by creating a new pocket dimension surrounded entirely by ocean.  However, first we will see what, if anything, appears in the midst of the Age of Emptiness on a normally-designed world.

3
Curses / Possible Feature: Liberal Road Trips
« on: May 17, 2009, 10:24:12 pm »
Just when I had a solid strategy for beating 3.18, another one comes out!  While I'm fussing with that (and getting my founder's head repeatedly blown off by security guards while trying to steal cloth to make police uniforms; clearly no training doctrine of "continuum of force" in the LCS world!), a notion crossed my mind for a possible feature:

The Liberal Road Trip!

The core idea being that not everything that you need/want to do for the revolution is really achievable within the city limits, no matter how great the city.  (Los Angeles, CA, or New York, NY, we're getting there, but Denver, CO?  I love my town but I don't see a revolution here affecting the country).  Now, including the somewhat unlikely but revolutionarily necessary things on the outskirts of the city is an excellent start (nuclear plants, intelligence headquarters), but I think this can go a bit further.

This ought to be more than just "one more zone for site actions, that doesn't just take a car but gas money and an extra day or two to pull off", though.  I mean, that would be a decent implementation under the current framework, but pretty soon all of your site actions would be in the DC area, and eventually there's a question of why you don't just get a safehouse there...

My suggestion?  Less like standard site actions and more like "missions"; scenarios which arise under specific circumstances and permit the opportunity to dispatch a squad to a remote location to pull off a dangerous mission.  These would put the squad far away from any assistance, and if they went south, would either result in intense firefights or multi-state car chases (bail out and run!  Jack a new car!  Switch license plates!  Hide in the forest!  Jack another new car!  Give up and get in a shootout with the pigs and their choplifters!) for the survivors.  Corresponding rewards could be great--a very highly ranked sleeper, the chance to knock off or even kidnap a high level official, or a decisive and lasting blow on issue.  Once you actually got the squad there (after organizing a vehicle, supplies for the raid, the squad, and gas/motel/campground money), it would play out like a site action.

Some possibilities I thought of for possible road trips...
Spoiler (click to show/hide)

I think this would be an interesting feature to add to the game, and give the LCS some chance to influence the politics of the country in addition to the public opinion on the issues.  Plus, if people get in over their heads too early, it offers some more chances for Fun/Losing!

4
DF Dwarf Mode Discussion / Freeze/Thaw and Floor Hatches
« on: May 14, 2009, 10:34:21 pm »
So, I've been building fortresses for a while now with an Elven-depot-death-trap (enclosed room with the trade depot, above it is a floor hatch in a chamber filled with water via an aqueduct or screw pump system, and I've got a lever that closes floodgates and opens the hatch, resulting in elf bones and more cloth than I'll need anytime soon), and decided to scale it up for my latest fortress: in front of my fortress entrance, I built a largish maze (not branching or anything, just designed to maximize the time it takes orcish hordes to proceed through it) and built a water chamber on top of it.

Actually, I got a little carried away and turned the water chamber into a 15 z-level hollow pyramid, filled at the top by an aqueduct that I sealed off once the pyramid was full.  And then I waited.

I'm pretty sure that I've done these water death traps on maps that froze before, so I'm not entirely certain why what ensued, ensued, unless my memory is incorrect.

Come winter, I noticed that the entire pyramid had frozen solid.  "Cool", I thought, trying to remember whether I had modded orcs to not show up in winter or not and whether I was about to get pwned (they didn't attack that winter, anyway), "but what happened to the floor hatch?"  It didn't look like I had originally installed it.  It sort of looked...de-constructed.  I assumed water freezing made the floor hatch look that way, and didn't attempt to check if it was, in fact, deconstructed.

Come spring, I was busy managing stockpiles when I started noticing some spam about canceling tasks due to dangerous terrain.  The pyramid had melted, and due to a poor decision on my part on how to have floodgates set when the fortress was not under siege, the entire volume of water was pouring straight down my central shaft.  I frantically ordered my dwarfs to pull the lever to seal the hatch, and when that failed (since it was now deconstructed), I ordered them to set the floodgates in a less fatal configuration, but all for naught.  My last two surviving dorfs were sleeping in their rooms at the time, at the very bottom of the fortress, with a LOT of water outside their doors and guaranteed death if they opened them.  I abandoned.  I'm coming back with an adventurer later.

1.)  Losing is fun.  This was my first truly spectacular defeat, however, aside from tunneling into the ocean, which was just a mistake.

2.)  Is freezing supposed to do that?

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