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Messages - Zuglarkun

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421
DF Community Games & Stories / Re: Surprisepalace, The Rebirth!
« on: August 25, 2015, 04:00:50 pm »
Grabbing the save. From EoyaBosan's turn yes? Will start the turn over the weekend.

422
The 8 embarks are up: http://dffd.bay12games.com/file.php?id=11082

Meh, by all means start a new thread if need be, I don't feel strongly about it either way.

Rules wise, I think the current iteration is fine, no real need to revise anything. The above ground construction, magma moats and most importantly the !!magma purification device!! gives the fort its distinctive flavor.

423
Since the poll is b0rken. Here's a tally of the votes thus far.

Embark 1: 0
Embark 2: 0
Embark 3: 1
Embark 4: 1
Embark 5: 2
Embark 6: 1
Embark 7: 0
Embark 8: 4 (I'd assume that Triaxx2 made a vote for this based on his previous post)

From the looks of it, I suppose embark 8 is the one we'll be using. So question is - how long until we decide to end the polling and get this community fortress rolling?

I'd assume that Taupe will be starting the turn for the embark since he did not get to finish the previous turn. I'll post the region saves tomorrow once I get the chance. As for the rest, I'll leave it to your discretion Taupe. Let's get this fort going!

424
I just finished testing out embark 8, embark 6 and embark 5, since most of you are interested in those sites.

Do not click the spoiler unless you do not mind being spoiled on what you'll expect to find on embark 8 (and now, embark 6 and 5 as well), and risk having your FUN quotient reduced.


Spoiler: embark 6 pictures (click to show/hide)


Despite what went down during testing, I will be voting for site 8. I'm not so sure definitely not ready for site 5...

Does anyone want the region save files for their own personal enjoyment? (Man, that sounds like I'm peddling some illicit wares) If so, I will zip them up and post them along with instructions for finding the sites I marked out on DFFD.

425
Erm, is it just me or does the poll not have any option for me to select? I mean I see the various embark choices, but no box to check off or select.

426
Bah, in the end I couldn't just narrow it down to 5.


I shamelessly stole the layout and format from Bearskie from the Succession Tower. The sites are all permutations of the same desert, water source, clay, sand, flux and something else that is interesting formula. Technically, magma should not be an issue as there are only about 40 levels from the surface to the very bottom of the map (your mileage may vary). Once the poll is up, vote for whichever site you would like to embark on, and if you like more than one, then feel free to vote for those too.

427
DF Gameplay Questions / Re: Why did caravan wagon bypass me?
« on: August 23, 2015, 04:52:06 am »
Press [D] to check exactly where the blockage is. I suspect it is the 2 square tunnel width you mentioned. Caravan wagons need a 3 tile width to travel.

Caravan wagons bring more stuff as compared to just the merchants with their pack animals. There is a weight limit to the number of goods a trade delegation can bring, and wagons increase that limit substantially. Also, that weight limit applies to how much the caravan can carry away from your fortress. So, if you have TONS of heavy rock and metal stuff to trade, caravans can carry it all away in one trip, whereas merchants might not.

Edit: ninjaed. Also trees do block the path, so you might want to check those as well.

428
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: August 22, 2015, 03:02:39 pm »
Lots of tower building and remodeling to incorporate open air barracks with 2 layer thick walls without compromising the basic panopticon design that was already designed and built. All this because I found out that the retracting bridges I built on the surface to act as a roof - even when raised, still mark the tiles beneath it as inside instead of outside, which makes the whole barracks on the surface business rather moot. Will have to redo the whole paving part for the surrounding area as well. Also, a child was born with a preference for long swords! Will be letting the runt have a go at weapon-smith apprenticeship as soon as she grows to be of age, though the preference for platinum worries me. Will removing all the platinum bars in the fortress via trade solve that issue when she moods? Cause I know forbidding them sure as hell doesn't work. Maybe I'll have access to candy by then which will override her preferences.

On top of all that, I've been busy testing and genning worlds for a succession fortress. I think I've got the formula down pat now, just need to go about the tedious business of finding and cataloging the sites.

429
Just an update on the situation with the next world.

Here are the parameters if someone wants to give it a shot, or just mess around with it. I did increase the embark points and lowered the layers between caverns and surface to just 10, but kept the layers above ground at 15 cause I've heard it causes lag. Can always add it in later with the infinitesky plugin from DFhack.

Spoiler (click to show/hide)

It does reject on average every 3000 worlds or so, but far less than it used to. I've genned about 6 worlds with fairly interesting sites at the moment. None are perfect though as is usually the case. I'll try to do up to ten worlds then narrow it down to 5 sites for voting. Have not spotted the volcano in the desert yet or the one that I am aiming at, which is a desert/ grassland/ haunted lake biome with access to iron, sand, clay, flux, no aquifers and towers. But I should have something up for voting by tomorrow.

430
Desert with a few cacti would be nice to have a little wood, but not masses of it...and deal with those stupid trees the easy way.

This could be slightly problematic for a large engineering project, which I assume is still what MF:R2:TR(AD3v3) will be about?

Meh, saguaros yield 2-3 logs per tree, not exactly the most, so it is somewhat of a minor problem in terms of readily available fuel sources early on. But still not as bad as DF 2012.

Since we're also performing architectural feats on the surface, I'll rather have a shortage of fuel than game crashes due to buggy trees interfering with 2 z-level or higher walls due to overseer negligence in skirting around the bug. Besides, all the more reason to dig down for magma early on I would say.

I could increase the embark points somewhat and give us a head start to bring along lignite/ bituminous coal if we want to go smooth sailing early on. But frankly I would rather spend those on iron ore for steel weapon forging in the first year.

431
OK, I've got a working template going. Still running into many rejections,  but I can eventually get at what I'm aiming for. It'll need some fine-tuning for certain. I think we might have to forgo volcanoes, as its difficult with my current skill at world gen to slot a sufficient amount of those in without running into more rejections, I'll try to get at least one embark with it though.

Anyway onward to the important stuff.

- Small region (65x65)
- 150 year history
- No oceans
- Hopefully no aquifers
- Surface water source
(preferably a lake)
- 4x4 embark.
- Desert
- Intersection of 3 biomes or more
- 30-40 megabeasts
- 50-60 titans
- Access to all civilizations
(except kobolds, they tend to keel over pretty early on)
- 25 civilizations (reason being that a good number of them will die off completely in the first few years anyway due to the ridiculous number of megabeasts and titans, which are 10x their normal number. Survival of the fittest! This way, we'll get some interesting history and are bound to run into multitudes of goblins as long as they are in range.)


Need some quick opinions:
- Would you guys want more layers above ground? (currently set at 15 z-levels)
- Space between surface level and first caverns (currently set at 20 z-levels)
- More necromancer towers or less necromancer towers?

Does that look good enough? I'll keep you guys updated once I've managed to isolate a few choice locations, though I think it might take me till the weekend.

Also, in case you were wondering what we missed out on when we decided to abandon Murderflood... Warning! Spoilers ahead!

432
Deserts huh? I'll give the world generator a whirl and see if anything interesting comes up. Any requests?

433
Yeah, I don't think the next version is coming anytime soon either. I'm voting for a reboot with version 40.24 cause quite frankly, I'll rather have the fancy new features and bug fixes.

Frankly, the only 2 things that aren't quite as up to par with 2012, is the bug with the trees and the sieges. Trees aren't that bad of an issue since there are ways to work around that, and sieges not pathing to the fort aren't that bad as long as the world gen is done right. I can probably offer up my skills with world gen by generating a pretty diverse small/ smaller map (to preserve FPS) - with high savagery, tons of megabeasts (40+) and all the civilizations (I have a few working profiles for these), if more !!FUN!! is needed.

434
When playing with the save, and dealing with the shitty FPS, I kept hoping that a siege or forgotten beast would show up and kill off over half of the 200 or so population, then at least things would be much easier on the FPS. But I didn't dare to pull the trigger.

But yeah not surprised with what is happening. I also had DFhack disabled for the entire length of my turn. Like yourself, I suspect there is some shit going down in the save file, since it was ported from 40.12/40.13 which comes down to about 10+ builds ago. (Not to mention the tinkering done by Captain Archmage, but i suspect that is relatively innocuous in the whole grand scheme of things.) Does the Dwarf Fortress application take up a lot of memory/ processing power upon loading the save? Cause other than the non-existent FPS, that was THE major issue for me. It made loading and saving really tedious, and with a buggy fort like this, you wanted to save often.

If its crashing due to autosave or manual saving, its probably the bloody trees again. Comb the inside of the fort (which is not paved over, check the trade depot and the northern wall) for new growths. That's the reason why I spent most of my turn paving all over the outside of the fort in the first place, to prevent the obnoxious tree growths. What makes it worse is that there's so much shit all over the floor that you can't really spot newly grown trees. They just spring up out of the ground and fuck things over. What I did was to just mass designate the inside of the fort for tree chopping a few weeks or so before the end of the season before the game autosaves, and i did not have problems saving after that.

As for the levers, there are a bunch of levers in the central control room in the center of the fort that control the misc bridges to seal the fort, some at the southeast end on level 2 above the clock tower that deal with power for the clocktower, the turbines and the hospital, and one more for the magma in the southern outpost.


But if its really too much of a pain to play out, perhaps a reboot is in order?

We could engineer a mass exodus (read:abandon the fort, the world and everything) and cook up an entirely new world. Though we might want to play this out and wait for the new version. *shrugs*

435
Bah, those green skins sent a scouting party to ascertain our defenses. Merely fodder of the brainwashed variety, so as to preserve their troop strength and attempt to thin our numbers before they send their main force. However, it is disturbing to note the variety of the free peoples that have already been tainted by the green skins influence. Men, elves and even dwarves have fallen under their sway! What next? Will they send those sneaky kobold spies to storm the tower?

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