Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - Eniteris

Pages: [1]
1
Hey all, given the upcoming steam release and assumed influx of new players, and as the moderator of the dead /r/succession subreddit, I thought it prudent to put together a beginner's guide to succession forts (formatting focused on reddit, but otherwise agnostic).

But I can't think of everything, so I'm hoping to get some feedback from the rest of the community. Feedback is requested if I'm missing anything, or should elaborate on something more:

Quote
Welcome to the Succession subreddit for Dwarf Fortress.

**What is a Succession game?**
A Succession game, also known as a Bloodline game, is an unofficial asynchronous multiplayer mode of playing Dwarf Fortress. In a Succession game, players take turns playing with the same save file, passing the save file between each other at the end of each of their turns.

The most classical form of the Succession game is the Succession Fortress, in which each player plays in Fortress Mode for one in-game year, before passing the fortress on to the next player, however, Succession mode can be done partially or solely in Adventure mode as well.

Note that everything in this document is a general guideline. Rules are often established at the beginning of each fortress which may override the general rules outlined here.

**How do I join a Succession game?**
To join a Succession game, post something to the effect of “I would like to sign up for a turn as Overseer.” and the person running the game should add you to the end of the queue and reply to you to confirm that you have been added.

When your turn is reached, the previous player should ping you or send you a message, with a link to the save file. You should reply **as soon as possible** whether you will be able to take your turn and finish one in-game year within **one or two weeks**, or whether you are too busy and your turn should be skipped. If you skip your turn, you may request to be added to the end of the queue.

By default, when you complete your turn, you will be added to the end of the queue.

**How do I play a Succession game?**
In a Succession game, you play as the Overseer of the fortress for the current year. As the Overseer, you are also represented by a single in-game dwarf who is nicknamed after you. If a dwarf is not yet named after you, choose one to act as your representative in the fortress. Play to the best of your ability, and try not to kill any named dwarves.

Note that if your named dwarf dies, your turn does not end. Instead, you may choose another dwarf to name after yourself as your successor, usually with a name suffix such as “II”, “III”, etc., as they are often the child of the former overseer, if possible.

It is customary to write an **Overseer’s Log** which records the experience of your in-game dwarf over the course of their year as Overseer. The Overseer’s Log should be written from the perspective of your dwarf and record important or notable events and decisions the Overseer has made, as well as occasional day-to-day experiences. Log entries should usually be accompanied by screenshots of key events or descriptions. Make sure to date your long entries with the in-game date.

To post both images and text on Reddit, it is recommended to use the new Reddit posting system, which allows you to insert inline images into your post.

Examples of notable events:
*Sieges and their resolution
*Forgotten beast arrivals and fights
*Artifacts and their creation
*Accidents and deaths.
*Breaching the caverns
*Major expansion of fortress infrastructure

Log entries should be posted **every few months**, often seasonally. You should not post only at the end of your turn.

In Succession games, players and bystanders often request to be “dwarfed”, whereby an in-game dwarf is nicknamed after that person. Players and bystanders can request specific dwarves, and it is the responsibility of the current Overseer to nickname the dwarves.

If you are looking for things to do, it is common to start or continue a megaproject, which may or may not be completed on your turn. Later Overseers may or may not continue any projects you have started.

At the end of your turn, zip your save, upload it to a file-sharing website, and post your final log entry, along with a link to the file. Make sure you ping or message the next Overseer in the queue to inform them of their turn.

When you are not the Overseer, you can comment on the latest Overseer post, either in-character as your named dwarf, or out of character commentary. You can also request for your dwarf to change professions or carry out actions, and hope that the current Overseer carries out your wishes.

**How do I start a Succession game?**
To start a Succession game, generate a world and find a location to embark. Your initial post should have a screenshot of the world, your embark location, and a backstory about the world, why your dwarves have set out to start their own fortress and what goals they hope to achieve. It is a good idea to look through Legends Mode before you embark to help with writing the backstory.

As the founder of the Succession game, you are responsible for setting any rules, such as how long each turn lasts, acceptable mods and utilities, and the like. You are also responsible for maintaining the Overseer Queue, which should be included in the initial post, and continue to be edited as the game goes on.

The initial post should not contain any gameplay; the first Overseer Log should be a new post.

Thanks!

2
Roll To Dodge / Cyberpunk'd
« on: October 03, 2022, 06:18:11 am »
The nights are hot in Noct City.

A city of millions with the energy consumption to match, home to towering corporate arcologies pumping waste heat into the undercity, through the streets and alleys that serve as its heatsinks. From a distance, the city is cloaked in a heat shimmer, spires rising above the clouds that form engineered patterns as their tepid rain falls on the people below. From up close, there's only the daily struggle for a meager existence.

You stumble into one of the hundreds of half-rate chop shops, opaque bag in hand, and slur that you want to get it installed. You might be inebriated, and any surgeon worth their salt wouldn't operate on anyone even slightly impaired, let alone install their first implant. And any surgeon worth going to wouldn't have a gacha machine filled with blind-packed cybernetics outside their door. But you have a reason. Or perhaps extremely bad judgement.

You probably won't be coming back to this chop shop, you'll think when you're sober.

The last thing you remember before going under is the surgeon whistling a jaunty tune.

What did you get installed?

Spoiler: Character Sheet (click to show/hide)

3
DF Suggestions / Long List of Mostly Small Suggestions
« on: April 28, 2022, 09:02:29 am »
Mostly Small Suggestions
  • Autodump toggles for feather, cartilage, hair, scale, nail, etc.
  • Infinite Bees (as finite bees is currently underwhelming compared to the infinite soil nutrition)
  • Mill details to choose which plant to mill (or split into mill dye, flour, etc.)
  • View dwarf preferences during noble nomination
  • Less deadly beatings
  • Make orientation/marriage preferences more visible to the player (does love/romance/lust/family personality traits even reflect dwarf orientation? I should probably check)
  • Filter trade goods (for buying and selling)
  • Ability to abort loading creature definitions / two week wait period before game begins and exit to main menu
  • Quick export all detailed maps
Mostly Small Suggestions
  • Prison location/burrow instead of only chains and cages.
  • Track relationships past death (former spouse, etc.)

4
DF Dwarf Mode Discussion / OP UnDead (40.03)
« on: July 15, 2014, 09:45:40 pm »
I was under siege by a group of undead humans, and one of them was lounging about my entrance, so I took three expert hammerdwarves with silver hammers, steel shields and armor and sent them against a lone human maulman (with a shield).

All three of them died.

Is this supposed to happen?

I've been testing it around in the arena, and it appears that even a full legendary full steel dwarf will get killed by a no skill no item undead human (usually dying due to overexertion). I think it may be due to the combat failure to use weapons.

Anyone else have stories about overpowered undead?

5
DF Community Games & Stories / Hamestopped - Bloodline
« on: September 02, 2010, 12:53:57 pm »
First time running a succession fort, I hope this works.
Vanilla 0.31.12, no mods whatsoever.
Instead of having a list of people to play next, the first person to post, with the intention of playing, after the save has been posted will be able to play. This (I hope) will reduce delay, and there will be no need to skip players.
One turn per player at first, and if we start to run low on players, people can take multiple turns.

The World
Spoiler (click to show/hide)
Embark
Spoiler (click to show/hide)

Strike the Earth!
Spoiler (click to show/hide)
I'll post the diary and save hopefully later today. Possibly tomorrow or Saturday, if I don't have the time.

1. Eniteris
2. Fivex

6
DF Dwarf Mode Discussion / Shaft Fortress
« on: August 26, 2010, 11:16:03 pm »
Do you have a boring central staircase?
Do you have lots of idle workers?
Do you hate it when your dwarves run across the map to get materials?
Do you hate having your refuse stockpiles always full?
Do you hate leaving so much space for your stone and log stockpiles?
Do you want always build an execution tower, but don't know where to put it?

If you answered YES to any of these questions, a SHAFT FORTRESS might be for you!
Replace your central staircase with this state-of-the-art contraption, and all of your dreams will be answered!
Code: [Select]
Top view:
 +O+
+XOX+
OO_OO
+XOX+
 +O+
X = Up/down Staircase
O = Wall
_ = Open Space
+ = Door

The main point of this design is to dump all raw materials and refuse (bodies, bone, stone, logs, gems, furniture) down the central shaft, where it ends up on the lowest level, where the workshops are. All you need to do is reclaim the objects and voila! a stockpile for everything except food, booze and trade goods.

One major benefit of this design is that it's modular, and that if you ever need expansion, you just move the workshops down one level. This gives the fortress an inverted-pyramid shape, which is beneficial for efficiency by minimizing the distance between points. (zlevel+horizontal distance)

If you want to make it even better, you might want to install floor hatches/grates hooked up to levers, so you can control the descent of goods, and you'll have one-way elevator downwards.

Here's how my fortresses usually look:
Code: [Select]
Side view:
___________________________ <-- Zeroth floor (ground level)
___+___+___+X X+___+___+___ <-- First floor (Farming industry, dining, barracks, office, trade depot, etc.)
    ___+___+X X+___+___     <-- Second floor (Bedrooms)
        ___+X_X+___         <-- Nonperishables workshops (Carpentry, mechanics, masons, crafts, etc.)
And I keep adding bedrooms between the second floor and workshops. It's great, easy to use, and efficient.
Here's what my floors usually look like:
Code: [Select]
Lowest z-level:
OOOOO   OOOOO
O   OOOOO   O
O   +   +   O
O   O   O   O
OO+OO+O+OO+OO
 O  +XOX+  O
 O  OO OO  O
 O  +XOX+  O
OO+OO+O+OO+OO
O   O   O   O
O   +   +   O
O   OOOOO   O
OOOOO   OOOOO

Second-lowest z-level:
    OOOOO   OOOOO
    O   OOOOO   O
    O   +   +   O
    O   O   O   O
OOOOOO+OO   OO+OOOOOO
O   O   O   O   O   O
O   +   +   +   +   O
O   O   O   O   O   O
OO+OOO+OO+O+OO+OOO+OO
 O      +XOX+     O
 O      OO_OO     O
 O      +XOX+     O
OO+OOO+OO+O+OO+OOO+OO
O   O   O   O   O   O
O   +   +   +   +   O
O   O   OOOOO   O   O
OOOOOO+OO   OO+OOOOOO
    O   O   O   O
    O   +   +   O
    O   OOOOO   O
    OOOOO   OOOOO
Etc.
As you see, generic 11x11 squares cut into 9 rooms of 3x3 each. 3-tile-wide passages between the blocks.

Any feedback?

Pages: [1]