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Voting closed: September 21, 2014, 09:36:21 pm


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Author Topic: The Natural History Museum "Adventurer succession world"  (Read 13543 times)

Timeless Bob

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Re: The Natural History Museum "Adventurer succession world"
« Reply #15 on: September 15, 2014, 03:35:49 am »

On the whole 'items and or monsters may go walkabout' thing I suggest a bit of caution. Better to take care now than be stuck with the fallout later. If you make sure you get saves from just before the adventurer / fortress retires then you will be able to check what happens to the stuff while keeping a backup in case it doesn't turn out well. I've also had trouble with retiring adventurers and unretiring fortresses before.

Good idea.  In the event that a save file becomes so corrupted that unretiring a wing of the Museum is impossible, we will say that the wing has become "cursed by the Gods" and a new wing will be opened up right next to it.  Adventurers then can stock the new wing with submissions taken from the old wing, and the new site should get nicely built up in no time.  If this game doesn't fizzle out too quickly, I imagine we might see a sort of "mushroom ring" effect after awhile.
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Timeless Bob

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Re: The Natural History Museum "Adventurer succession world"
« Reply #16 on: September 15, 2014, 12:20:28 pm »

Here it is:

Wanderland

Small Map
Spoiler (click to show/hide)

Large Map
Spoiler (click to show/hide)
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Re: The Natural History Museum "Adventurer succession world"
« Reply #17 on: September 15, 2014, 12:24:51 pm »

oh boi.  How do we decide who gets what?
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ptb_ptb

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Re: The Natural History Museum "Adventurer succession world"
« Reply #18 on: September 15, 2014, 01:08:36 pm »

To quote some earlier posts

EDIT
Forum polling to see which site is best will take too long.  I choose the north central island, the dwarven civ in that little protected valley.  The north center continent has both good and evil areas, lots of good mountains, forests and grasslands, so if we start by collecting just from that lake near the civ, then expand to the mountains and grasslands of the valley, then expand out of that protected valley we can harvest from the "Good" area nearby, then adventurers can range farther afield for the "evil" submissions (we may need glass cells to keep the undead contributions from swarming out, eh?)  I can see it now, a whole "necromancy wing" where visitors must sign a waiver before being allowed inside to see The Horrors Which Are Held Captive Within the Glass Vaults... (heh).

I was thinking that we'd all choose one of the locations by poll, then I'd set up four rudimentary areas (basically four 2x2 embarks sharing their borders using "Play Now!".  Initial building will be a 5x5 roofed log cabin with one wooden door leading in and the beasties pastured out front. Each cabin would be built in the corner of the embark that would face the three other embarks, such that when visited in adventure mode, they all seem to be grouped together.  Any Player that successfully brings a new item to one of the four "wings" will get a 1-season fortress turn (ie: play until the announcement of the next season) to put their submission on display and add any new things to the "wing" that they like.

I don't see any 2x2 embarks ready to visit / unretire in the .zip file linked. 



I guess this area is the one being talked about?
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Timeless Bob

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Re: The Natural History Museum "Adventurer succession world"
« Reply #19 on: September 15, 2014, 04:33:10 pm »

To quote some earlier posts

EDIT
Forum polling to see which site is best will take too long.  I choose the north central island, the dwarven civ in that little protected valley.  The north center continent has both good and evil areas, lots of good mountains, forests and grasslands, so if we start by collecting just from that lake near the civ, then expand to the mountains and grasslands of the valley, then expand out of that protected valley we can harvest from the "Good" area nearby, then adventurers can range farther afield for the "evil" submissions (we may need glass cells to keep the undead contributions from swarming out, eh?)  I can see it now, a whole "necromancy wing" where visitors must sign a waiver before being allowed inside to see The Horrors Which Are Held Captive Within the Glass Vaults... (heh).

I was thinking that we'd all choose one of the locations by poll, then I'd set up four rudimentary areas (basically four 2x2 embarks sharing their borders using "Play Now!".  Initial building will be a 5x5 roofed log cabin with one wooden door leading in and the beasties pastured out front. Each cabin would be built in the corner of the embark that would face the three other embarks, such that when visited in adventure mode, they all seem to be grouped together.  Any Player that successfully brings a new item to one of the four "wings" will get a 1-season fortress turn (ie: play until the announcement of the next season) to put their submission on display and add any new things to the "wing" that they like.

I don't see any 2x2 embarks ready to visit / unretire in the .zip file linked. 



I guess this area is the one being talked about?

That's the one - I haven't made any embarks in the world yet, but instead of using the forum's polling system, just figured that everyone who was interested should download the save file and post a couple of locations to discuss as well.  The current poll ends on the 21st, which will determine who gets to have a turn building up the wings of the museum (It's looking like 1 season per submission is in the majority right now).  Once that's done, if we haven't all agreed on a place to embark by that time, I'll put the remaining contenders in a new "veto" poll: members will each be able to "veto" one of the options - the site with the fewest veto votes will win out.  (But that's only if we haven't agreed to one site already.)
« Last Edit: September 15, 2014, 04:36:35 pm by Timeless Bob »
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Re: The Natural History Museum "Adventurer succession world"
« Reply #20 on: September 15, 2014, 05:42:04 pm »

Looking at the maps, that island has a special bonus: No Goblins!

Not sure if we're supposed to need to [Shift]/[Ctrl] move through Hatch Covers over ramps though...  :-\
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Timeless Bob

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Re: The Natural History Museum "Adventurer succession world"
« Reply #21 on: September 15, 2014, 07:17:16 pm »

Here's all the adventure mode commands for 40.12 according to the wiki:
http://dwarffortresswiki.org/index.php/DF2014:Adventurer_mode#Moving_Around

Also, the specific set of 4 2x2 embarks I'm suggesting be considered:
Spoiler (click to show/hide)
« Last Edit: September 15, 2014, 07:24:28 pm by Timeless Bob »
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Timeless Bob

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Re: The Natural History Museum "Adventurer succession world"
« Reply #22 on: September 15, 2014, 07:34:02 pm »

What might be fun is if we set up a "bloodline game" for each wing of the museum, as the curators - each one Professor this or Doctor that or Maestro whatever - all specialists in something or other who meet and have families while the adventurers (or we might call them "Scientists in the Field" or something else...) attempt to bring back yet another curiosity of the natural world.  The children who survive to adulthood would, of course, become specialists in fields that somehow combined their parent's specialties (unless they chose to rebel and cross over to another wing entirely, the ungrateful little whelps!) All the specialists would have free reign on starting at the bottom of one field or other and climbing the academic ladder to possible Chancellorship of the entire museum! 

If we can get the adventurers to all retire at one of the wings of the museums (or barring that, a nearby hillock), other adventurers could eventually recruit them for their "fact finding expeditions" as well.  If retired adventurers eventually can marry and have families, I do wonder if we'll see a father and son duo of archeologists both named "Dr. Jones" attempt to return to the Museum bearing an artifact goblet...

Of course, some academic discussions can get quite passionate, causing one overbred buffoon to lose his or her temper.  Berzerk Doctors of Retrozoology or Professors of Extrusive Harmonic Resonance are nothing to be trifled with!  Thier logics can have a deadly persuasion.

Sure, somedwarf may have originally been called a "pump operator", but an academic version of this would become an "Aqua-dynamicist" specializing in the properties of fluids in motion.  Obviously, all specialists want to be noted for their important work, so they may assist colleagues in their researches, but bitterly denounce other aqua-dynamicists as con-artists and fools...   (The role-play could get really fun while we wait for whomever is "out in the field" to get done with their turn and return to the Museum with another new submission and the acclaim of a returning hero...)
« Last Edit: September 15, 2014, 08:09:17 pm by Timeless Bob »
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ptb_ptb

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Re: The Natural History Museum "Adventurer succession world"
« Reply #23 on: September 16, 2014, 02:59:59 am »

How about this location? It has a natural waterfall and gorge going for it.

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Timeless Bob

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Re: The Natural History Museum "Adventurer succession world"
« Reply #24 on: September 16, 2014, 05:09:09 pm »

I made a series of test embarks at that site - even with an aquifer we should be able to mine conglomerate for mechanisms and the like.  It's a good spot.  If no-one else posts a differing spot by the 21st, I'll start the four wings there and get this game started.  ptb_ptb: would you like to take the first turn after I get the sites placed?
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Re: The Natural History Museum "Adventurer succession world"
« Reply #25 on: September 17, 2014, 02:44:35 am »

I'm a bit noobish still, but if nobody else wants it I'll go first.

Few things first. I guess adventurers should not be 'demigods'? It's a bit cheaty, really.

Second point is about actually catching live animals. I'm not even sure that is possible for an adventurer to do in adventure mode alone, is it? One idea I had is to allow players to un-retire a worldgen fort with a 'play now' embark and put cage traps all over the place in that fortress then retire. An adventurer may be able to carry back a cage with an animal caught in it. Alternatively you could allow corpses (stinky) or skeletons. Pity there is no 'embalm' option.

I had an idea about how to allow items to be brought to and kept in the museum without using dfhack + lair. Although I suspect that would be the easiest option.

As I understand it (I may be wrong) an area completely blocked off by natural stone or constructed stone will be safe from item dispersal. I think bridges and other buildings would not be enough to stop things going wrong (testing may be an idea). So my idea is a long tunnel with natural stone blocks perched on supports linked to levers along it. The tunnel would need to be the only access to the museum while the museum is retired. The tunnel would also need to be blocked on the museum side while the museum is retired. The adventurer would bring his item to the end of the tunnel near the museum, retreat a safe distance, then pull the lever releasing the block of rock to crash through the fragile tunnel ceiling and block the items off from any thieves. After he retires and the fortress is unretired the tunnel can be mined open from the museum side and the items recovered and added to the display room. The only alternatives I can think of involve ice (cold weather only) or obsidian casting.

I think some testing is in order.

Oh, and maybe I could get Stelid Zafal as the Egregious Professor of Cruel and Unusual Geography?
« Last Edit: September 17, 2014, 03:36:56 am by ptb_ptb »
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Timeless Bob

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Re: The Natural History Museum "Adventurer succession world"
« Reply #26 on: September 17, 2014, 04:51:03 am »

Actually, I'm just going to add the "display case mod" to the raws then regen the world using the same seeds.  It's built as a workshop using a block, a glass box and one item.  As a workshop, there's no item scatter.  Easy.  The animals don't remain caged after retire, so it'll unfortunately have to be corpses in display cases.  (On the plus side, they're protected from rotting.)
« Last Edit: September 17, 2014, 04:56:58 am by Timeless Bob »
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Re: The Natural History Museum "Adventurer succession world"
« Reply #27 on: September 17, 2014, 05:02:41 am »

This one? This belongs in a museum (kaypy)

I haven't used it, but reading the thread there's some doubt about whether item rotting will still happen or not.
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Timeless Bob

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Re: The Natural History Museum "Adventurer succession world"
« Reply #28 on: September 17, 2014, 05:05:54 am »

This one? This belongs in a museum (kaypy)

I haven't used it, but reading the thread there's some doubt about whether item rotting will still happen or not.

Not kaypy's original, but the one made later.  It's been a part of Genesis and Masterwork mod for awhile now and I've stored the bodies of dead adventurers in them as part of their memorial tombs - just like Lenin!
(No rotting)

What I'll be using is Grimlocke's refinement of the code.
« Last Edit: September 17, 2014, 05:12:44 am by Timeless Bob »
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Timeless Bob

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Re: The Natural History Museum "Adventurer succession world"
« Reply #29 on: September 17, 2014, 05:15:41 pm »

Well, that's unsettling.  Using the same seeds generated a different map, and continues to generate the same different map each time.  So, I'll just generate a new "Large Island" map, stick the Museum Wings somewhere and we can start the game already, using "display cases" to hold each submission.  Between turns, I'll update the OP with the list of each new submission and where its display case is located. (Or "in storage" if the last save file doesn't have a submission in a case yet.)
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