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Messages - uberubert

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166
I think the basic layout should be up to the individual player, if he chooses to make a loong central hallway with lots of internal branching fortresses, or just alot of individual caves starting from the mountain-side. (or any other layout. Suggestions..?)
About immigrants coming, I kinda like the idea that it will add to the challenge if you MUST keep them! Still havent gotten far with testing (5 mins..?) so still not sure how doable this is.
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Each dwarf to himself... Atleast as soon as possible. Initial testing shows that it's hard to control which dwarf does what early on. But later on, each dwarf should only have available what he/she has made for him/herself as far as this is possible. This means that each dwarf should make their own internal mason-shop and make their own door to shut themselves in   :) Thats what i'm doing presently.
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Another issue would be building workshops etc.. I think this will be a major issue.. Because you get to choose what stone you build things from.. If every dwarf has to go into another dwarfs mini-fortress to pick up building resources, it would kind of ruin the sensation of "ever dwarf to himself".. Also, would make it hard to keep doors shut all the time.. The list of stones available is huge already from the start, so searching and trying to find an available stone everytime would be increadibly tideous....  :(

[ June 19, 2007: Message edited by: uberubert ]

[ June 19, 2007: Message edited by: uberubert ]


167
___This post will be updated along with testing-discoveries and suggestion-approvals___

__**************************************___

This "project" has been delayed until the next release of DF due to ingame job issues. Dwarfs will cancel eachothers jobs across fortresses... wich in turn makes this really too much micromanagement, and way too little fun or interesting.. sorry (tipped by Puke)
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\


I was thinking about a highly challenging challenge that would require skill, patience, LOTS of micromanagement, and probably craziness/lunatical minds to succeed at.

Not sure if it is even do-able.. But here's the idea! (gonna test it out)

:::::::::::::::::::::::::::::::
You start out with 7 skill-less dwarves as usual, and 7 pick-axes instead of one.
...............................


Then you either:
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A: Start 7 small hermit fortresses at once, each dwarf making his own little cave, trying to survive on his own. Also, all immigrants coming should recieve their own pick and start their own little fortress too.

B: Kill off 6 dwarves, try to "warm up" by playing your one dwarf until immigrants arrive. Let each of you immigrants make their own little fortress.
----

Other things to consider:
1: Merchants should either be ignored fully, or there should be a commmon trade depot, where you carefully make sure each trade is done with each dwarfs respective goods. (could be hard when you get 10+ dwarves maybe? so pool-trading should pherhaps be an option)

2: If things get too out of hand, maybe consider making a small Storage-facility-newbie-helper fortress (alternative starting-mode?). This will be run by 3-10 dwarves and will focus on creating starting equipement for the new immigrant hermits. (and maybe demanding they pay for their equipment with food/booze/cheap crafts etc..?) This could also work as a "trading station" for the hermits maybe...? (and merchants only trade with these dwarves..?)
-----2a: Suggested starting equipement for each immigrant: 1 pick-axe, a barrel with a little booze, a few seeds, 1-3 wood. (Your suggestions here please!)

3: There should (obviously) be a way to make sure each dwarf stays in his/hers respective fortress (in order for them to actually be making their own fortress.. =duuh=)
This should be done with a locked forbidden door on the entrance to each fortress. Work within each fortress can only be done when the respective dwarf is locked within his/hers respective fortress.

4: Combat.. I dont have much experience with combat in dwarf fortress yet, as I've always tried to avoid it by choosing calm places without elephants and been good at not recruiting military.. :P Your thoughts on this subject please!

5: Food and drink... Since starting out with 7 pickaxes makes it impossible to bring food and booze, the dwarves will have to survive on water (oh the pain...) and self-fished turtles/fish until they individually get something else up and going.

6: Wood! The initial wagon gives only 3 wood.. but there are 7 dwarves, and no axe! Until I can think of a good way to tacle this, it will be a first take, first served thing. If an immigrant brings along an axe, he will probably be able to trade beds for booze or something     :)

7: Each dwarf to himself... Atleast as soon as possible. Initial testing shows that it's hard to control which dwarf does what early on (due to plant gathering). But later on, each dwarf should only have available what he/she has made for him/herself as far as this is possible. This means that each dwarf should make their own internal mason-shop and make their own door to shut themselves in        :)

8: Building locally requires local stone-blocks to be made, so dwarves dont go stone-hunting in other dwarves' minifortresses.
(Thanks to Veroule for the tip)

I currently make a mini-stockpile in each dwarfs own cave, dividing plants initially between the dwarves.
::::::::::::::::::::::::::::::


So! This is a basic suggested layout for this challenge! So many things to consider... And what do I ask from you? If you hate the idea, tell me! No dont pm me, post it here, along with a suggested improvement! If you like the idea, great! Play it, test it, tell me how it works. Suggest rules added/removed. Suggest techniques for making it possible to play this challenge!

As for now, I'm gonna start up a new multi-hermit challenge on a new fortress!

Oh, and by the way... This challenge was inspired by the fantastic tale of the "One dwarf against the world" by Eiba! Go read it now if you didnt already! Seriously!

[ June 19, 2007: Message edited by: uberubert ]

[ June 19, 2007: Message edited by: uberubert ]

[ June 19, 2007: Message edited by: uberubert ]

[ June 19, 2007: Message edited by: uberubert ]

[ June 19, 2007: Message edited by: uberubert ]

[ June 19, 2007: Message edited by: uberubert ]

[ June 19, 2007: Message edited by: uberubert ]

[ June 19, 2007: Message edited by: uberubert ]

[ June 19, 2007: Message edited by: uberubert ]


168
DF Dwarf Mode Discussion / Re: So, a dwarf takes a trip...
« on: November 25, 2007, 07:54:00 pm »
I would lock him up in a nice-quality tomb, with one "last" unit of alcohol. (preferably of a kind the dwarf in question likes). Then I would sit and mourn his slow perish, while trying to figure out what more devilish plans I can come up with  :D Maybe drop some creatures into lava.. There ARE alot of cats around my fort now  :p

169
DF Dwarf Mode Discussion / Re: Seeds...
« on: November 24, 2007, 07:07:00 am »
Don't the seeds generate different worlds if they are named differently? If the seed 0 has a random title, it will genereate a different world than the seed 0 with title like "Universe of Beergorges".
And whatever happened to the theory that worlds generate differently on different operating systems...?

Please correct me if I'm wrong...


170
DF Dwarf Mode Discussion / Re: Kobold Migrants?
« on: November 24, 2007, 07:01:00 am »
Press 'u' and go through the units-list. Look for anything "hostile" or kobold-ish.  :) Kobolds do tend to be invisible until spotted. Maybe they are laying ready for ambush somewhere? Don't send any fisherdwarves too far!

171
DF Dwarf Mode Discussion / Re: And you said dwarves don't clean...
« on: November 24, 2007, 07:41:00 am »
After I let some magma into an underground channel i made, I also received around 5-10 cleaning-job cancellations per second. I looked around for inaccessible sites, closed doors and whatnots, but couldn't find anything. I guess something dirty was being submerged in lava... I just disabled cleaning on all my dwarves and problem was solved.

172
If I had a fort like that in real life, and goblins fell for the same trap over and over, I would be happy, because I wouldn't have to worry about getting killed  :) I would actually elaborate that peticular trap to become allmighty goblinkiller of the century, by extending it beyond being able to be dug around.

However gameplaywize, I dont consider these traps to be cowardly at all! Even though it might be fun to try to play the game differently, or make it more challenging through setting rules for yourself about NOT being able to use these certain trap-contraptions. I for one, LIKE playing the game without interruptions from goblins. Whenever I start getting tired of the "boring" gameplay, I might spice it up by adding the need for military.


173
DF Dwarf Mode Discussion / Re: water as a means of power distrubution
« on: November 23, 2007, 05:46:00 am »
I wonder if/how Toady will fix this. The water system as is, is actually kinda cool  :) I like defying universally given rules of physics.
Maybe water needs a kinetic energy variable? Then when water touches a wheel, it transfers maybe 75% of that energy to the waterwheel? And then, falling water will gain an increase in energy (like.. say 20%? Or maybe a constant value added? Or exponentially increasing  :D ) per level fallen. Shouldn't need to interfere with flows, if it at all is possible to implement with the coded water-system as it is.

Maybe even let all water have a zero energylevel when in ponds. A little when in a river or generally moving/flowing. Oh wait.. I think I'm starting to complicate this a bit now...


174
DF Dwarf Mode Discussion / Super-realistic military!
« on: November 21, 2007, 12:26:00 pm »
Wow, Toady really hit the nail on how the military works. I saw my one recruit standing guard at his spot, watching for kobold thieves. I figured he could use some rest, so I opened the military screen, found his squad, and put it to "standing down". Then I exited this screen, and immediately after (maybe 1 or 2 frames after) he had fallen asleep in the middle of the floor at the very spot he had been guarding only few seconds earlier! Haha!

"A good soldier rests whenever he can" they told us in the military. Well this is one dwarf taking that seriously  :) "Ohh, I'm off duty! ... ZZzzzz!"


175
I thought the economy was a put on hold for later..? That it was disabled until further notice or something..? Did Toady the great implement it with the release of 33b?

176
DF Dwarf Mode Discussion / Re: Campdog McArmok's : Dwarven Restaurant!
« on: November 20, 2007, 01:04:00 pm »
quote:
'Mad Jackal': Monkeys.

Me: Elaborate.


Oh my god, I laughed so hard when I read those two sentences! I need to do something about my laughbone.....


177
DF Dwarf Mode Discussion / Re: Garbage covered spikes
« on: November 20, 2007, 01:15:00 pm »
Haha, elaborate traps...? Not only do they fall a long way. They land on spikes. And trash is raining on their heads. Also, they see images that lead them to believe that a nice flow of water will come and clean them up, but that never happens.. :P

Why dont you put some alcohol just outside of their reach as well? Oh, and let them land on a pressureplate that releases the dogs. Oh, and let the dogs run over a pressure plate that engages a drawbridge to crush the already 3 times dead victim  :)

*Mouhahaha*


178
DF Dwarf Mode Discussion / Re: The winter that ended my fortress...
« on: February 11, 2008, 06:15:00 am »
quote:
Originally posted by Tyrving:
<STRONG>

I actually disallow every kind of booze for cooking as I get it. Cooking booze just feels wrong.

[ February 10, 2008: Message edited by: Tyrving ]</STRONG>


If I were a dwarf, I would actually enjoy the idea of not only being able to get drunk by drinking, but also by EATING  :D
Semi-offtopic: I think I read somewhere that the fruit in a (real-world) fruit punch has the tendency to suck up all the alcohol. This means that you wont feel much effect from drinking the punch, but the effect is much better from consuming the fruit! Yay!


179
My game tended to be kinda slow and sluggish with the new version (before this latest patch). Especially did I notice the game lagged when creatures and dwarves met in corridors (Which was fixed! yay!  :) )

BUT! Now with the re-release, it's much like playing the good old version, with nice speeds, no lags, no slowness whatso-ever! So, if you got fps/speed-problems, and haven't gotten the latest-latest version....
..:: Download it now! ::..
Move the save-folder to keep playing your game on your fortress! Fps improved! Crashes fixed! Wooo!


180
DF Dwarf Mode Discussion / Re: The Legendary Cat
« on: January 29, 2008, 08:17:00 am »
Not sure if I missed this being mentioned, but, will there be any *live* cats in this? Just had to ask   :roll:

edit: spelling

[ January 29, 2008: Message edited by: uberubert ]


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