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Topics - CaptainArchmage

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16
SPARKGEAR XIV
(TUNNELGEAR THE SPARK OF MACHINES)

Caution: This thread may contain vile language, graphic descriptions of violence, and extreme levels of hubris and megalomania. You have been warned.

With the fall of Sparkgear XIII, 13 days after the fortress was established (real time), Sparkgear XIV is being established in the same world.

Here's the link to the previous game: http://www.bay12forums.com/smf/index.php?topic=128134.0

Rules
(Copied over from Sparkgear XIII)

Welcome to SparkGear the flashing, smashing DF sensation that will rock your world.
You know how in all those BRAND X succession games some douchebag always drags out his turn across three weeks and everyone else is like GAWD GET ON WITH IT? In here, we curbstomp fuckers like that. Your turn is twenty four hours. Nothing more, nothing less. Got your dad's crappy old 286 that runs DF in realtime? TOUGH SHIT. Got work? Call in sick. Class? Fuck that. Sleep? FOR PUSSIES.

In classic SparkGear there is only one rule: Don't talk ab DURING YOUR TURN, YOU ARE KING. Your predecessor made an awesome megaproject? Put a dick on it. Steal his royal bedroom. Put his avatar on latrine duty. (But being a dick will get you treated like a dick, so BEWARE). If the last sucker left you with an unplayable save (even FPS wise, SO DON'T LEAVE STONE LYING AROUND), revert to an older save. AND YOU BETTER UPLOAD THE MOTHERFUCKING SAVE ON TIME, MOTHERFUCKER.

Make sure you label your levers.

That's right, turns last 24 hours, and only 24 hours. I'm making turn changeover at midnight, Tokyo time.

Actually, we'll make it forum time, just this time.

You may EXTEND your turn by 24 hours, but you must play the extension whilst drunk or inebriated or or suffering from a form of temporary and induced mental impairment, such as lack of sleep. You must call the extension during your turn. If you get this extension, all players will have their turns pushed back by 24 hours. Deal with it.

You may MULTIPLAYER this using one of the Telnet clients that were lying around, if they can work. If you're going to multiplayer the turn, make sure you say so on your sign up. If you extend the turn, all players must be drunk or otherwise inebriated whilst running the fortress.

If an update to Dwarf Fortress comes out, we will play the latest version no matter how bug-ridden it is, unless version compatibility is broken.

When the fortress dies, we will begin a new thread. The new fortress will be created in the same world, unless a game-breaking update comes out, in which case a new world will be generated. 48 HOURS may be allotted to setting up a new fortress, WITHOUT any drunkenness requirements. Be sure to upload the save after the fortress falls.

Once your turn is finished, you may sign up for another turn.

I may be giving out some awards when this is done. I will not give details as to what the awards are, but they will either be given to a dwarf in the game, or to a player.

NEW RULES FOR SPARKGEAR XIV:

In general play, you may use DFhack for aspects of fortress management, such as to manage dwarves jobs. You may also use DFhack to perform bugfixes such as for the growth bug, item teleportation bug, fixing diplomats, fixing traders, and so on. You may also use DFhack to perform an FPS-saving repair such as preventing the ocean draining into an aquifer, but please tell us if you do this. Larger-scale DFhack actions may be authorized.

The individual setting up a new fortress may use DFhack without authorization to do some crazy stuff, even altering the way the game plays. The intention will be for the edited stuff to remain in permanent play, at least until someone decides to build their royal bedroom over it. If this is done, the player base should be informed. Creativity is encouraged.

It is acceptable to abuse bugs in the game, for example item teleportation.

Hospitals should not use coffers or chests if any adamantine mining or processing is attempted, unless running DFhack in a mode that prevents metal threads being used. I do not know if this exists (yet).

Quotes and Screenshots

-None yet-


Prologue

There are fourteen dwarven civilizations in The World of Cyclones:

The Boats of Mobbing (Kogan Odgúb)
The Mint Net (Gitnukkib)
The Everseeing Boats (Iluskogan)
The Mortal Treaty (Tunomilral)
The Infamous Flag (Sedishsolon)
The Chamber of Crowding (Mafol Thad)
The Living Abbey (Thunenkulet)
The Gorge of Lightning (Erib Giken)
The Contingent Rack (Mingtuthled)
The Staff of Emancipating (Nomal Kastol)The Snarling Mountain (Desisonol)
The Walls of Purifying (Adil Enam)
The Romantic Oil (âbiruzol)
The Gorge of Finding (Erib Atöl)

In the year 100, a rebellion erupted within the ranks of the royal guard of The Everseeing Boats. It failed, and the leader, ‘Female Caligula’, was sent to establish a new outpost in The Somber Hills to the north of the mountain range dominated by The Everseeing Boats. This became the great fortress of Sparkgear.

Following some sieges, the risen undead Caligula took over the body of one of the miners on the expedition and led a heroic expedition into the depths, extracting an immense quantity of adamantine and revealing the interior of an adamantine tube without endangering the fortress. While the successor to the fortress, Ieb, utilized the metal, when the Master took over the fortress underwent a great cataclysm and was destroyed soon after, in the year 105.

Nonetheless, Sparkgear was but the first significant bastion of dwarven civilization outside the Mountains. The Alliance of the fourteen dwarven nations sent colonists to the lands surrounding the mountains, establishing farming outposts, mining outposts, and military fortifications. With the discovery of the hollow adamantine tube, the dwarves set their sights even further down and further out. Adamantine was not only to be found in the mountains, it could be found anywhere and everywhere and it served as a gateway to some other place. That other place was clearly dangerous, but no-one had seen its true nature.



Map of the locations of The Boats of Mobbing, The Romantic Oil, and the Land of Dreams


In the year 105, when the fortress of Sparkgear fell, The Boats of Mobbing sent a diplomatic expedition to the The Infamous Flag to organize the new colonization effort in the eastern region of the world. As The Boats of Mobbing were better prepared, the preparation expedition journeyed to the Romantic Oil, a civilization in the sparsely inhabited eastern region of the world. Oceanic travel had increased dramatically since Sparkgear, and the expedition crossed three oceans during their journey to the Romantic Oil.  A key location was The Land of Dreams; it was an island, only accessible by boat, in the Seas of Hope. The Seas of Hope were surrounded by many volcanoes, but the island was otherwise free from enemies. It was the perfect location for a new dwarven city. The Everseeing Boats had supplied their intelligence on the adamantine, and The Romantic oil closest civilization to the seas, was willing to furnish some settlers.

On the return journey, disaster struck the travelers.


TURN LIST
(Some signed up turns carry over)

1st Turn: CaptainArchmage (establishing fortress)
Saturday 17th August 2013 (2nd Turn): Ezk1 (Skipped)
Sunday 18th August 2013 (3rd Turn): griffinpup (Skipped)
Monday 19th August 2013 (4th Turn): Matoro Gnorm
Tuesday 20th August 2013 (5th Turn): The Master
Wednesday 21st August 2013 (6th Turn): Vinedragon
Thursday 22nd August 2013 (7th Turn): Necrisha
Friday 23rd August 2013 (8th Turn): bp920091
Saturday 24th August 2013: Probably CaptainArchmage
Sunday 25th August 2013: Gnorm
Monday 26th August 2013 & Beyond: Free!

Dates will be added when the fortress has been properly set up and is ready to go.
Dates have been added. Hopefully this can get going now!

Players for Dwarfing
Sabretache as Douglas McArthur
Kourne

17
DF Community Games & Stories / Sparkgear XIII: Its back
« on: July 05, 2013, 05:25:28 pm »
Sparkgear XIII: Its back

"When Sparkgear was first founded there was a lot of discussion as to what Time Zone God would be worshipped. For many days and nights no one knew what time it was and the hopes of the people faded. These were the fortress' darkest days (someone said it was just an eclipse but that sounds like witchcraft). But, from the anarchy a hero arose. His name was 'Forum Time' and by using his Space Wizard powers he created unity and system for measuring time. And that dear children of Sparkgear is how time was invented.
Ok, story times over. Go get uncle Titus some spiders now...there are tests to be done..."


Titus Drake no longer wants to live in this fortress...

By the end of my turn, you'll need a new heresy meter. This won't be covered under warranty.

This is much better than my shitty boring turn, ha!


I was reading through the hall of legends, and came across Sparkgear. I also noticed the last game was in 2010. Its high time we had another one on here.

From the last Sparkgear game:
Welcome to SparkGear the flashing, smashing DF sensation that will rock your world.
You know how in all those BRAND X succession games some douchebag always drags out his turn across three weeks and everyone else is like GAWD GET ON WITH IT? In here, we curbstomp fuckers like that. Your turn is twenty four hours. Nothing more, nothing less. Got your dad's crappy old 286 that runs DF in realtime? TOUGH SHIT. Got work? Call in sick. Class? Fuck that. Sleep? FOR PUSSIES.

In classic SparkGear there is only one rule: Don't talk ab DURING YOUR TURN, YOU ARE KING. Your predecessor made an awesome megaproject? Put a dick on it. Steal his royal bedroom. Put his avatar on latrine duty. (But being a dick will get you treated like a dick, so BEWARE). If the last sucker left you with an unplayable save (even FPS wise, SO DON'T LEAVE STONE LYING AROUND), revert to an older save. AND YOU BETTER UPLOAD THE MOTHERFUCKING SAVE ON TIME, MOTHERFUCKER.

Make sure you label your levers.

That's right, turns last 24 hours, and only 24 hours. I'm making turn changeover at midnight, Tokyo time.

Actually, we'll make it forum time, just this time.

You may EXTEND your turn by 24 hours, but you must play the extension whilst drunk or inebriated or or suffering from a form of temporary and induced mental impairment, such as lack of sleep. You must call the extension during your turn. If you get this extension, all players will have their turns pushed back by 24 hours. Deal with it.

You may MULTIPLAYER this using one of the Telnet clients that were lying around, if they can work. If you're going to multiplayer the turn, make sure you say so on your sign up. If you extend the turn, all players must be drunk or otherwise inebriated whilst running the fortress.

If an update to Dwarf Fortress comes out, we will play the latest version no matter how bug-ridden it is, unless version compatibility is broken.

When the fortress dies, we will begin a new thread. The new fortress will be created in the same world, unless a game-breaking update comes out, in which case a new world will be generated. 48 HOURS may be allotted to setting up a new fortress, WITHOUT any drunkenness requirements. Be sure to upload the save after the fortress falls.

Once your turn is finished, you may sign up for another turn.

I may be giving out some awards when this is done. I will not give details as to what the awards are, but they will either be given to a dwarf in the game, or to a player.

Worldgen:
Spoiler (click to show/hide)

We will be using Dig Deeper for DF2012. The world has already been generated, and I have a fortress just set down that might do.

I have NOT used Dig Deeper before this.

CLARIFICATION AND OTHER STUFF: I backed up a copy of the worldgen, and then started a new fortress. It was promptly overrun by rattlesnake man corpses and was pretty much lost. I closed off the application. I then started the new game before making this thread, to get a better idea of what Dig Deeper had. The embark is a bit north of the civilization's mountain range (I think?), one of about 14 dwarven civilizations. I did not get a screencap of the world or of the embark location. I just have a fortress about 4-5 days into Granite of the first year created. I'm counting this in "preparation" time. I can re-start on a new fortress if you like.

Damn, if I had read the "shark domestication" thread I'd have located the fortress next to an ocean. As this fortress is going to progress fast though, we'll probably be doing that for Sparkgear XIV in a week and a half.

World Map and Embark Location:
Spoiler (click to show/hide)

Signup list, July 2013

Turn Completed
Turn in Progress
Turn skipped
Turn missed
Turn not yet started

Saturday July 6 and maybe Sunday July 7 PREPARATION: CaptainArchmage - Starting out
Monday July 8th: griffinpup
Tuesday July 9th: Argembarger (CLOSE ENOUGH TO A MOTHERFUCKING WEDNESDAY FOR YOU?)
Wednesday July 10th: laularukyrumo (?)
Thursday July 11th: laularukyrumo IS THIS BETTER FOR YOU? Matoro (Previously The Master)
Friday July 12th: The Master (by request)
Saturday July 13th: CaptainArchmage
Sunday July 14th: Ieb
Monday July 15th: Mouseshy
Tuesday July 16th: StLeibowitz
Wednesday July 17th: Matoro
Thursday July 18th: The Master Japa Free (duh)
Friday July 19th: Japa Free (...) fort overrun
Saturday July 20th: Ezk1
Sunday July 21st: CaptainArchmage
Monday July 22nd: griffinpup

//AWARDS\\

With the fortress of Sparkgear XIII destroyed in is thirteenth day, awards will now be given. This list may change.

The Master Award for Holy Fuck How Did You Even Manage That Devastation goes to The Master, for bringing the fort to the brink of destruction in three hours.
The Limbo Award for Most Missed Turns goes to Matoro.
The First Emperor's Chosen Award for Named Dwarf Survival (counting time whilst named at fortress) goes to Tiberius Drake, for surviving nearly up to the fort's end, through multiple disasters.
The Second Emperor's Chosen Award for Named Dwarf Survival (counting time at fortress before naming) goes to Argembarger, for surviving right up to the fort's end, also facing disasters on the way.
The Guerilla Medic Award goes to Japa, for a heroic effort to rescue the fortress.
The Expansion Award goes to Ieb, for improving fortress infrastructure.
The Perfectly Safe Portal Award goes to CaptainArchmage, for safely investigating the interior of an adamantine tube.
The Survival in Office Award goes to Argembarger, for the longest period of time in office.
The Two Bodies, One Dwarf Award also goes to Argembarger, for having two dwarves alive with his name at the same time. Whoops, just checked historical records.
The Achievement Hunter Award goes to Argembarger, for having the most awards.

18
DF Suggestions / Give us some Options to cut framerate loss
« on: June 13, 2013, 07:02:35 pm »
I've done a search, and this hasn't come up. To reduce the framerate loss, Dwarf Fortress should have some options that allow the player to increase framerate, but simplifying the way the game works or reducing the number of calculations made.

Framerate drop comes from pathing, item count, unit count, liquids, embark volume, and contaminants.

Simplification comes from changing the number of ticks between which the game has to run calculations. There will be an option in the raws to set this number.

Item check: Item check will be run either when a dwarf or other creature needs to use an item, or after a certain number of ticks set in the INIT files. Another INIT option will see items left unused for a long period of time get allocated to a "reserve list" which only gets checked if in-use items are unavailable, or every month, or if the items are ordered to be traded or dumped or melted.

Pathfinding: (not sure if this already happens) Pathfinding is run for a unit when it wants to go somewhere (i.e. for a job or to idle out), when it hits an obstacle, or when the pathfinding counter runs down. The number of ticks to elapse before pathfinding is run again is set in the raws.

Liquid pathfinding: Recheck fluid movement when there is a new disturbance in the fluid, or when the required number of ticks elapses.

Yes, this will create some strange behaviour if your counters are set particularly high. Dwarves, for example, may choose a less efficient path or crawl over one another. Fluids may behave strangely. However, this will not usually kill a fortress. Players have been OK with more serious suboptimal A.I. decisions in the past. Framerate, however, always kills fortresses.

In order to save on RAM use, another INIT option will have the data of items not in regular use dumped to the drive, and then recovered when needed. Because the data will not be needed frequently, the slow access time will not be relevant.

I think players will be OK with, say, a large number of calculations regarding reserve items being done once a month.

Applying these options may allow us to run 100-year or 1000 year fortresses much more easily.


I'd also like to bring this to the attention of those involved in DFhack. It may be possible to create an unofficial implementation of this, I know some people have already implemented their own algorithms, for example with the "digging invaders" hack.

That has been a suggestion for a long time and there's no sign of it being implemented yet, so someone eventually made a DFhack version to fill it in. There's also a lot of bug-fixing patches from DFhack now. It will be a worthwhile effort.

19
DF Dwarf Mode Discussion / Dwarf Fortress: Real Life
« on: April 26, 2013, 06:35:38 pm »
http://indiatoday.intoday.in/story/elephants-ransack-tribal-villages-in-chhattisgarh-in-search-of-mahua/1/267948.html

Elephants raid villages in India for alcohol, causing all kinds of mayhem. Do we need elephants to have the [GUZZLER] tag?

Let's start a general compilation of wildlife-related chaos, where real life beats dwarf fortress.

20
I'm going to be setting up a fortress either as a community game or succession fortress. If it is impossible to do this as a succession game, I will *attempt* to run it as a community fortress. If the succession prospects fall through, I can also provide an already-going fortress as a seed for a succession game (in another thread).

The fortress name is Zansongushat, "Massivebasements".
The group name is Zirilcerol, "The Fiery Lens".

Available Dwarves:
-Ast Asteldodók, Carpenter (and Chief Medical Dwarf)
-Udib Libashazin, Miner
-Lokum Mosusrithar, Miner
-Lokum ósrimtar, Mason
-Mosus Zonbokbon, Planter
-Dastot Enasineth, Mechanic

Prologue

One hundred years after the beginning of the new age, dwarves have settled many mountain ranges in The World of Dawns. The Singed Work is established in the south east of the world in a tropical region, spanning two mountain ranges, and ruled over by King Tulon Gusillaltur. The armies of The Singed Work are lead by the great general Zuglar Isonasmel. The mountain ranges are connected by a paved road network, but settlement has been confined to the mountains... until now...

Comment: The unit list is pretty impressive, we have several giant sponges present, hippos, alligators, and giant otters. There is a 10+ z-level waterfall present too.

21
DF Suggestions / UI Rewrite: How do you think it should be?
« on: March 11, 2013, 04:48:27 pm »
Lots of threads come up about a UI rewrite. How do you think the UI should work? I've put down some of my thoughts below.

My suggestion for building placement UI:

-Menu breakdown between Constructions, Mechanisms, Workshops, Furnaces, Defences, and Furniture.
-Can place building using the left-click standard to RTS games.
-Building material can be filled in automatically, and dwarves will always take the closest of a certain building material to the job.

-Wall placement can be click and drag. You should be able to place nodes and switch between "shortest distance" and "follow my curser" mode. You should be able to undo to the previous node. This means you could designate the entire fortress wall in one go.

UI for connecting up levers and pressure plates:

-You should have the option to click-to-select the thing to link up to a lever. You should also be able to reverse-designate from the item to a lever, also clicked on.

Designations UI:

-No comment on woodcutting as the new release has not come out yet.

-Mining, Cleaning, and Smoothing should have a click and drag option, and it should be possible to drag out a rectangle or oval. Right-click in "designate mining" should erase selection.

-When designating an engraving you should have some control over what gets engraved. Options can be "Engravings determined by owner", "Engravings determined by artisan", "Engraving set by player" (have a selection of choices to be set somehow). "Engravings determined by artisan" causes engravings to be determined as they are now.

Military UI:
-Can select military squads or dwarves by left-click or left-click and drag. Else have a military screen with hotkeyed squads you can switch between in addition to the current methods.
-Right click to move (individual dwarf or squad).
-Formation-setting and attack orders. These should not be absolute, and can be affected by the skill of the militia captain or by dwarves going into a martial trance.

22
DF General Discussion / What would you like to see in the new sites?
« on: September 04, 2012, 10:13:34 am »
What would you like to see in the new sites that Toady is adding in?

Dark Fortresses: Proper barracks! I'd also like to see training grounds for wild animals. I think Dark Fortresses should be able to expand like cities, with additional towers. There should be proper catacombs and enough opportunities for adventure besides killing off all the goblins.

Mountain Halls: I'd like to see an underground city like the human cities, except more three dimensional. Where the halls intersect caverns, I'd like to see gatehouses down there. Where magma is available, I'd like to see magma forges and distribution networks, as well as sewers and catacombs. I think mountain halls should have vaults where gems and valuable goods are kept.

Forest Retreats: Multi-tile trees! Forest Retreats should be able to accommodate the same industries as cities, if the goods can be made out of wood. Trees can and should have water inside them. They may also contain other !!FUN!!.

Caves: I think the cave generation could use a bit of a rewrite. These should be a little more open inside, and the ramps going down should range more in width. Kobold caves should have a crude fortification around the entrance, but otherwise can just have a bunch of loot and beds shoved inside. If the cave goes down to the caverns, there should be a fortification on the other side.

Surface Kobold camps could be wooden fortifications surrounded by ditches, or build on top of a mound of soil and rubble. Other sites that could use improvement or addition are walls and tunnels. OK these aren't actually sites, but if you embark over a tunnel, it should not be capped at the ends (unless the tunnel just *ends* on your map), and walls should go up. I think Goblins and humans should put up worldgen walls.

23
DF Gameplay Questions / Large Address Aware for Mac?
« on: August 31, 2012, 07:55:58 pm »
Is there a version of DF Large Address Aware for Mac? My current (modded fortress) seems to blow the memory limit every time the autumn caravan arrives, so its really necessary for the continued survival of my fort, which is only in its second year. Any kind of assistance on this matter would be really appreciated.

If there isn't a Mac (or Linux) version of DF Large Address Aware, this would be an opportunity to get one out there.

24
DF Gameplay Questions / Water !!Science!! and Wall Grates
« on: August 25, 2012, 08:27:47 pm »
Alright, I seem to have either found a bug or feature: Wall Grates depressurise water.

I had a cistern filled from the bottom up, by water pressure. After draining the cistern out for upgrades, which included a wall grate on the intake, the cistern would no longer fill above the level of the intake. Without the wall grate, the cistern fills all the way up.

Can anyone confirm this?

25
DF Community Games & Stories / Boatbusted Restart: How Carped Are We?
« on: July 15, 2012, 09:32:51 pm »
We're back! Apparently, the initial run of Boatbusted broke because we were on a too-huge region size for most people's computers to load. I'm starting this one over, with a slightly altered mod file to before.

The Boatbusted Mod Version History (currently version 1.2):
Spoiler (click to show/hide)

We're using Civilisation Forge with additions of Spearbreakers material, Mr Frog's Maej, and the Vilius mod. I'm allowing dwarves to make firearms in this game now, using the same reactions as the Niveans. This is probably going to be less useful than people think. The mod has been altered so as to put a hard cap on the number of civilisations of a certain creature that can show up. I've haxed the worldgen heavily to generate more volcanoes and more civilisations, whilst leaving more neutral mountain biomes for dwarves to set themselves up in.

Once again, a recap of the rules:
Spoiler (click to show/hide)

The Turn List

Turn completed
In progress
Not yet started

X marks extension used.

1. Captain Archmage (As Lord Mana)
2. Coral
3. Lightningfalcon
4. Slowpokez
5. Godlysockpuppet
6. Valrandir
7. Australianwinter
8. Betelgeuse

Extensions Available: 4
Emergency Extensions Available: 3

As noted in the previous Boatbusted thread, the turn order will be carried over. In addition, I may play around 1 year before sending it on, which will be the one exception to the 48-hour rule.

26
Here's a proposal and question.

The original Boatmurdered Lets Play threads are on Something Awful, in the archived section. This means you have to have an account to the archived section in order to get there. Would it be possible to recover the Boatmurdered saves from there? This is about recovering any save, through preferably all of them. I do realise this means spending $20, but then some people here may well have Something Awful accounts with the archive upgrade.

27
Hey Bay 12,

I'm starting a succession game. I've put up a poll about mods, to just to have a poll running, which may be changed later if we need to vote on things about the fortress. We will be using Civilisation Forge with the Spearbreakers mod (which adds the Spawn of Holistic and Mountain Barbarians), with only one [DEEP_SPECIAL] metal, and possibly with language fixed. The version will be 0.34.11, or wherever we end up at in the future (assuming compatibility)

Rules:
-Turns last 48 hours of real time. Play as much as you can in that time, and then give a reason why your dwarf is stepping down. You can play more than a year or less than a year.
-Try to roleplay your fortress and post frequent. I understand that role-playing ability or willingness is extremely variable, producing results between the "realistic made-up-that-which-cannot-be-made-up" and "More secretive than Area 51 under omega+ alert" levels. At least we'd like to see an "end of year report" consisting of the screenshot or the numbers. If roleplaying is insufficient, of course, anyone may publish an interim report based on rumor, speculation, and paranoia.
-Try not to leave the fortress in an unplayable state. If the fortress isn't in a good state to move on from and ends up in an unplayable state, we will revert to a previous state.
-Try to avoid the use of DF hack. If you need to use DF hack, i.e. to plug up a hole in the ocean floor with the water draining into an aquifer, or into the caverns, with sub-zero FPS, we may or probably will let it go ahead.
-Most of these rules are subject to modification. If FPS drops to the point where we need more time, the general allowance will likely be increased.
-There will be 3 possible extensions of 24 hours available per month of real time, for use collectively, with 2 extra extensions of 24 hours available for emergencies per month. You may only take 2 extensions in one sitting, of any kind. The collective-use extensions may be used at any time and for any reason, including no reason. However, you should role play them i.e "In order to finish building the entrances to the caverns, I've been asked to remain overseer for a little longer." Good reasons should be given for emergency extensions. In general, these are because real life interrupts your crushing of the goblin siege with some crap that prevents you from playing Dwarf Fortress.

Embark information:
-I haven't merged the mods and genned a world, but I'm planning to do a "long embark", which means we will do a 3x16 or a 16x3, probably with the majority over a desolate biome (such as mountains or ocean). From experience, this produces reasonable FPS (same as for a 4x4) for yet inexplicable reasons (I have some suspicious about the pathfinding).
-I will attempt to have a [CLASSIFIED_INFORMATION] included.
-If a 3x16 doesn't produce the expected results, I will probably switch to either a 2x16 or a 16x2 or a 4x4 or 3x3. I'm going to try to include variety of biomes as well if possible.

EXTENSIONS AVAILABLE: 3
EMERGENCY EXTENSIONS AVAILABLE: 2

Turn List:
1. Captain Archmage
2. Coral
3. Lightningfalcon
4. Slowpokez
5. Godlysockpuppet
6. Valrandir
7. Australianwinter
8. Betelgeuse

If people want to suggest group or fortress names, post them below. If the name isn't available, we can add in the words...

28
DF Dwarf Mode Discussion / Mining drop rates and Gems
« on: July 01, 2012, 06:37:59 am »
I think I've made a discovery regarding gem-related mining drop rates.

All gems occur in small clusters or individually, and have a 100% drop rate. When modding in gems in veins or clusters, I discovered that these have a 25% drop rate. In addition, all the small cluster minerals seem to have a 100% drop rate, whether or not they are gems.

This seems to indicate that minerals found in small clusters have a 100% drop rate, at least for the small clusters.

Could anyone confirm?

29
DF Dwarf Mode Discussion / Long embarks and FPS
« on: June 30, 2012, 10:40:04 am »
Are long embarks better than square embarks?

I have a 3x16 embark, which covers some 48 tiles. This is nearly as large as a 7x7 embark. I'm getting around 100 FPS or so, or about the same as is usual for a 4x4 embark, which only includes 16 tiles.

I'll try to update this thread as the fortress expands.

30
Happy New Year Bay 12,

I haven't posted or played dwarf fortress for a while, but I have been following the devblog.

How do you think Dwarf Fortress 2012 is going to change your gameplay or modding style?

I'm probably going to wall up faster, and use the extra features in my personal mods a little more, but the changes aren't going to be that drastic.

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