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Topics - Kalasen

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This fortress began as a challenge to myself. Could I succeed on an itemless, waterless embark? Is it possible? So I started VoidSoul, founded on the Glacial (albeit warm) Desert by the Worshippers of Luck. We started by harvesting berries to eat and to brew - we had to turn a log into a booze barrel for water, locking out the possibility of a trade depot until we got more building materials from caravans. A bit of a catch 22. We butchered animals into meat and bones, then made armor, crossbows, and bolts out of them. When the caravan arrived, all 24 dwarves grabbed their gear and attacked the caravan... three dwarves lost their lives before the first macedwarf fell. And then all of my fortress turned on itself due to the loyalty cascade bug. Both members and enemies of their own civilization, they murdered each other including their pets, totally distracted from killing the remaining swordsdwarf and merchants.

So I used the dump-caravan-items bug to claim all their stuff instead. I also had an immigrant with an axe come, so I could have cut the trees and made a depot. I just didn't want to demonstrate the survival be relying on lucky immigration. The !!science!! has shown that the dwarves and immigrants can should be able to kill that caravan if not for the loyalty cascade bug. When that is fixed, I will restart on a harder embark location and do it again, properly slaying the caravan. Until then, here is the thread for the now-thriving VoidSoul community fortress.

I will personally do the first turn (until end of second year, because the dwarves just now got picks) and update on its progress. Anyone who wants to be dorfed, say so here. You can choose your name, profession name, and what jobs you want to mostly do. I will consider any suggestion you can think of. Whoever wants to be put in line for turns, do so. Each turn will last one year, from the beginning of spring to the end of winter. You will be allowed one week to play your year and upload it. We would greatly prefer for you to update at the end of each season, instead of just at the end of the year, but that will work too. At the end of your turn, just upload your savefile and link to it in this thread.

The original Fortress Mode thread can be found here: http://www.bay12forums.com/smf/index.php?topic=95902.0

Spoiler (click to show/hide)


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DF Dwarf Mode Discussion / Voidsoul, the Itemless Waterless Fortress.
« on: November 05, 2011, 09:20:55 am »
I have done a lot of !!science!! leading up to this. I am a challenge gamer. And I thought, "What is the hardest embark possible without any stupid rules post-embark?". Itemless embarks immediately jump to mind. Training axes chopping down trees is a silly bug, so no turning a log into an axe to chop more trees with. What most itemless embarks do is simple.

They tear up their wagon for 3 wood, never turning it into anything else, and eventually build a trade depot. In the meantime, they survive on animal meat and water. When the caravan arrives, they trade all their -mule bone earrings- for a pick and maybe an axe and anvil.

I want harder. So I'm embarking on a desert. "The Glacial Dune", which is ironically warm. No surface water at all. This means I'm going to have to turn one of my precious logs into a barrel, so I can turn gathered desert berries into booze so my dwarves don't all thirst to death. I will butcher the pack animals into meat and bones. I will cook up the meat. I will then make bone crossbows and bone arrows, to hunt down more animals to turn into more bolts.

When the caravan arrives, the Fun begins. They will have nowhere to go. I won't spoil it too much, but the fortress and group are going to be aptly named.

The fortress "Voidsoul" and the group "The Worshipper of Luck".

With that, have some pictures.

The embark location, a warm calm desert with scarce plant life. I would pick something more threatening, but I didn't see anything that had plantlife but no water. I tried several different spots before I found one with actual plants. Anyway, with the total lack of defense, giant desert scorpions running around would make it more random and savescumming more necessary. I'm mainly just wanting to prove a concept here. If anyone can suggest a good, horrifically hard embark with shrubs but no water, then I'm all for rebooting this on a harder embark.
Spoiler (click to show/hide)

Have some screencapped proof that I'm embarking with no skills and no items.
Spoiler (click to show/hide)

Strike the Earth! Eventually!
Spoiler (click to show/hide)

And here we go. We've just arrived.
Spoiler (click to show/hide)

Wish me luck. For !!SCIENCE!!

(Figured it out. Imageshack lies, downthemall doesn't about links.)




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So I'm working on a project, and I'd like to share it with all my fellow Dwarf Fortress fans. It's a roguelike much in the vein of things like Nethack. But I have high hopes for it, and I'm working hard on making it better and better. See, I got this idea from the insane complexity of Dwarf Fortress. What is basically a city sim tracks individual combat and body damage better than games built around combat. Dwarf Fortress has more material info than most survivalist kind of games. So from there comes my key inspiration. What if a more standard roguelike was created with such an amazing degree of detail?

Adventurer strives to be the most detailed roguelike ever made. I want it to track physics and chemistry down to an atomic level. And even with all that, it shouldn't have much lag, considering. After all, it's not trying to process an entire city, just an adventurer and the dungeon he/she/shi/xi is in. This game will have an identity all its own, and I'm sure the most Dwarven inventors will come up with a lot to do.

The core gameplay concept is improvisation and invention with what you've found. Rock and a rope? Congrats, you just made a rudimentary flail. Potion of intelligence, potion of levitation, and a sword? Congrats, you've got a sentient flying sword. The player will use their wits to successfully dive deeper, become more skilled, and hopefully live to tell the tale.

The game as it is now has a working map and movement, as well as line of sight and fog of war. It has a proof of concept creature to fight that wanders around. I hope to move from an HP system to a more realistic damage system, once I figure out a way to make it where a lucky shot across the neck won't end your adventuring career.

The game's main page and a download can be found at code.google.com/p/adventurerroguelike and its blog can be found at adventurerroguelike.blogspot.com.

Any and all support is welcome, and greatly appreciated. Again:

Main page:
code.google.com/p/adventurerroguelike

Blog:
adventurerroguelike.blogspot.com

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