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Author Topic: Natural History Musem Challenge (40.24) - It's dead, Jim.  (Read 4870 times)

Timeless Bob

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Natural History Musem Challenge (40.24) - It's dead, Jim.
« on: January 16, 2015, 09:08:06 pm »

Paaaad worked diligently on a checklist for our game.
Spoiler (click to show/hide)

The Goal:
   Have one of every type of thing in the world on display: animals (their bodies/skeletons at least), plants, minerals, undead, races, cultural artifacts, ect... displayed in a glass windowed room within the Dwarven Natural History Museum.
(As of year 250, the Museum is in Kosoth Zan)

The rules:
   Players will have until the next Saturday after a save has been posted, (if the save was posted on a Thursday or a Friday, the Saturday after the nearest one will be used instead), to get an adventurer to successfully produce something for the Museum. 

   All submissions to the Museum during adventure mode must be dropped off at the Trade Depot to be sorted later during Fortress Mode.
Spoiler (click to show/hide)

   Each adventurer's progress must be posted to the group: we want the stories of those who died horrible deaths in failure as well as the lucky few who make a proper submission to the Museum.  (All the stories will be linked to the "Recent History" section.)

   Once a submission has successfully been made, the Player has until the end of that same week to play as much as they can in Fortress Mode (Either by creating new sites and/or unretiring the latest Museum site itself).

   New adventurers must attempt to submit something currently not on display to the Museum.

   Adventurers (AKA "Researchers in the Field"), may submit items from the grounds of The Guild or choose to range farther afield in search of their submissions, but all submissions must be dropped off at the Trade Depot to be considered valid.

   Once an adventurer has dropped at least one submission off at the Trade Depot, that Player gains the ability to play fortress mode (items must be different from what is already displayed in a windowed room in the Museum to count, however).  A Fortress turn may be either played after unretiring the Museum or at a separate site somewhere else in the world.

   When unretiring the Museum:
Spoiler (click to show/hide)
  Once all submissions have been placed in windowed rooms, the Player may use the rest of their week to either add more displays or constructions/excavations to the Museum or retire it and use the remaining week on another site.

   Players may add new furniture, buildings, workshops, or excavations but may not remove or deconstruct any of these that have already been built by Players in the past. 

   If the Museum site has been built up so much that there is no more room for new constructions, suffers FPS death or can't be unretired for some reason, the moderator (Timeless Bob) will add a new embark to one edge of the maxed out area as an extension. The Museum is currently situated in South Africa under the name Kosoth Zan "The Palace of Artifacts".

   Dwarves may be given a nickname by Players, but no future Player is allowed to change that dwarf's nickname afterwards. 
Some nicknamed dwarves are part of an optional mini-game:
The Bloodlines mini-game:
Spoiler (click to show/hide)

   Professions are likewise changeable - try to make the new profession name describe what they do, with the profession title of "Professor" only given to dwarves that make an artifact or become weapon-lords.  (For instance, a dwarf that makes a ruby piccolo might become the "Professor of Crystalline Harmonics" as their profession.) 

   Only Professors may be military squad leaders at The Guild - Each squad is a class of students being taught by that professor and the squad name must be changed to reflect this.  (For example: a squad taught by the Crystalline Harmonics professor might be named "Tone Crystals 101".)  If a squad-member becomes a Professor by creating an artifact, they are immediately given a squad of students to teach in their new field (determined by the the artifact).  However, if a student becomes a Professor by leveling up to being a weapon-lord, then their field is a specialized version of the one they were a student in.  (For example, Crystalline Harmonics student becomes a specialist in "silent" harmonics and becomes the "Professor of Silent Crystalline Harmonics" - which may be shortened to "Professor of Silent Harmonics", since names only have so much space.  With time, we'll have a large faculty of professors who cover a wide and weird range of subjects.  Dwarven logic can persuade even the toughest of goblin debaters, given enough schooling.

To be UBER SUPER CRYSTAL CLEAR:

Turn order goes like this:
   1. Download save
   2. Make a new adventurer or unretire an old one
   3. Attempt to submit something to the Museum that isn't currently on display there (or die trying)
   4. Retire the adventurer.
   5. Either unretire the latest Museum or play another site for one week forum-time (See "Unretiring the Museum" above)
   6. RETIRE the latest museum, and or retire/abandon the other sites
   7. Zip and pass along the save

Latest save:
http://dffd.bay12games.com/file.php?id=10488

Turn list:
1. ptb_ptb
2. Paaaad
3. Timeless Bob Now Playing Turn ends Feb. 7th
4.

Maps:
Where in the world is... Kosoth Zan "The Palace of Artifacts"?
Spoiler (click to show/hide)

And what does the world look like? (Big)
Spoiler (click to show/hide)

Recent History
   The current Dwarven Queen is the fourth of this dynasty ruling from Castle Metallocks: Queen Steelsavage was the eldest daughter of Queen Wadedwhip and has been ruling since her mother's peaceful death in 252.  The late Queen was the youngest daughter of the good Queen Squirtedworked and was coronated in 169, upon her mother's untimely death.  Queen Squirtedworked took over from her father King Inkkissed back in 66 when he was slain and eaten by a horror from the deeps.  King Inkkissed, the patriarch of the current dynasty began ruling back in 6 when the first king of the dwarves, The Young King "Axebowls" was slain and eaten (along with his entire court) by an entirely different horror from the deep.

   The nobility is filled with Barons, (who are often married to Mayors and/or Captains of the Guard, so draw whatever conclusions from that as you like); it seems that every hamlet has a Baron appointed to keep watch over it, such that Barons are considered as common as copper.  There are far fewer Count/Countesses - approximately a dozen or two, and a smattering of Duke/Duchesses.  All of these last few are directly related to current dynasty as children of one of the three monarchs to have ruled since The Young King's demise.  Queen Wadedwhip died of old age in 252, succeeded by her eldest daughter, Queen Steelsavage.

Queen Steelsavage, lives in Castle Metallocks.
Prince Lashedclasp the Widower, eldest brother to the Queen, died of old age in Hamefolds in 263, survived by his only son Prince Cloisteredlash.
Prince Cleaniron, younger brother to the Queen is the current Mayor of Castle Metallocks. 
(Mayor Cleaniron is himself survived by one daughter, two grandchildren, four great-grandchildren and two great-great grandchildren)

Queen Steelsavage currently (as of 274) has no living offspring and may be the last of her line.

   It's important to note that the Humans of the Confederation of Budding have been long-time allies of the Dwarves of the Fences of Truth - accepting dwarven immigrants into their nobility even as some humans have found their way into ours.  The Elves of The Molten Flute, however, remain bitter about their several defeats over the past century at the hands of our allies and attack humans and dwarves on sight. Fair warning.  There are some human criminal groups who have split from the Confederation of Budding, and have attacked their formerly dwarven allies, but there is no doubt in the Widow Queen's mind these criminals will be brought to justice.

Year 250:
Spoiler (click to show/hide)

Year 251:
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Year 252:
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Year 253:
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Tear 254:
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Year 255:
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Year 256:
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Year 257:
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Year 258:
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Year 259:
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Year 260:
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Year 261:
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Year 262:
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Year 263:
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Year 264:
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Year 265:
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Year 266:
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Year 267:
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Year 268:
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Year 269:
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Year 270:
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Year 271:
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Year 272:
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Year 273:
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Year 274:
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« Last Edit: February 04, 2015, 07:02:54 pm by Timeless Bob »
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Timeless Bob

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Re: Natural History Musem (40.24) One more time, and with feeling!
« Reply #1 on: January 17, 2015, 04:08:11 am »

The Museum seems to be located just west of where Vryburg, Botswana would be on RL Earth.  On the Dwarven Earth however, The area that the Museum is built in is called "The Dune of Barbs" which contains both it and the fortress of Oddomdallith "Cloisterriddled" to the north.
« Last Edit: January 25, 2015, 03:14:08 pm by Timeless Bob »
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ptb_ptb

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Re: Natural History Musem (40.24) One more time, and with feeling!
« Reply #2 on: January 17, 2015, 04:11:17 am »

ŦιƦ$†



...



...

dammit. Second. :(
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Timeless Bob

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Re: Natural History Musem (40.24) One more time, and with feeling!
« Reply #3 on: January 17, 2015, 04:32:22 am »

ŦιƦ$†



...



...

dammit. Second. :(

Tell you what, you can get first turn and therefore claim the "First!" was about that rather than about my beating you to the placement...
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ptb_ptb

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Re: Natural History Musem (40.24) One more time, and with feeling!
« Reply #4 on: January 17, 2015, 04:39:02 am »

Downloading now.

Quick question: Can I read "for one week forum-time" as "for up to one week forum-time"?

Summary: Died horribly.
Save file: Uploading

Spoiler (click to show/hide)
« Last Edit: January 17, 2015, 12:36:53 pm by ptb_ptb »
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ptb_ptb

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Timeless Bob

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Re: Natural History Musem (40.24) One more time, and with feeling!
« Reply #6 on: January 17, 2015, 08:08:10 pm »

Downloading now.

Quick question: Can I read "for one week forum-time" as "for up to one week forum-time"?

You can create and use many adventurers during the in-forum one week turn period, as well as set up/unretire embarks other than "The Palace of Artifacts" for the purposes of creating adventurer accessible piles of future submissions or armaments.  Your turn will continue until Saturday the 24th.
« Last Edit: January 17, 2015, 08:12:43 pm by Timeless Bob »
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ptb_ptb

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Re: Natural History Musem (40.24) One more time, and with feeling!
« Reply #7 on: January 18, 2015, 04:09:49 am »

You can create and use many adventurers during the in-forum one week turn period, as well as set up/unretire embarks other than "The Palace of Artifacts" for the purposes of creating adventurer accessible piles of future submissions or armaments.  Your turn will continue until Saturday the 24th.

Hmm, I don't really feel comfortable getting a free do-over on failed adventurers, so to speak. How about I compromise and play with 'three lives' . If I can't get an adventurer to the museum in two more tries then I'll upload the save and declare my turn over.
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Timeless Bob

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Re: Natural History Musem (40.24) One more time, and with feeling!
« Reply #8 on: January 18, 2015, 05:57:57 am »

Regardless how many adventurers you use and lose, the point of the challenge is to get one of everything displayed in the Museum, whatever method works for attaining that goal (outside of hacking!) is the one that is allowed to be used.  However, if you want to only have "three lives", then the rest of the week can be spent on another site used for keeping adventurers alive and stockpiling stuff to be toted to the Museum by the same.  Maybe call them "Pilgrim's shrines" or something.
« Last Edit: January 18, 2015, 06:03:25 am by Timeless Bob »
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ptb_ptb

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Re: Natural History Musem (40.24) One more time, and with feeling!
« Reply #9 on: January 18, 2015, 07:46:28 am »

Summary: Two down, one to go. ^ ^;

Spoiler (click to show/hide)

[EDIT]

Summary: One corpse, good condition, delivered to trade depot

Spoiler (click to show/hide)
« Last Edit: January 18, 2015, 10:55:37 am by ptb_ptb »
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ptb_ptb

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Re: Natural History Musem (40.24) One more time, and with feeling!
« Reply #10 on: January 18, 2015, 11:36:06 am »

My adventurer instantly died of dehydration when I unretired the museum. D:

252 Mid-Autumn, 12th Sandstone
Window placed, kangeroo doe skeleton on display.
[EDIT] Also placed a bunch of coffins, put some ghosts, harvested plump helmets and brewed drink.

Museum retired.

P.S. Is unretiring world-gen fortresses 'in' or 'out'?
« Last Edit: January 18, 2015, 12:27:50 pm by ptb_ptb »
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Paaaad

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Re: Natural History Musem (40.24) One more time, and with feeling!
« Reply #11 on: January 18, 2015, 02:03:50 pm »

Post to follow. Also, it looks like we're going to have to hit Australia for any Evil Biome stuff, and there are Dwarves in Antarctica.
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Timeless Bob

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Re: Natural History Musem (40.24) One more time, and with feeling!
« Reply #12 on: January 18, 2015, 02:43:22 pm »

P.S. Is unretiring world-gen fortresses 'in' or 'out'?

'In' works for me.  Considering what those bandits did to your two brothers, I imagine whatever killed a world-gen fortress might be similarly challenging.  Also, there's a dragon who's lair might be somewhere up in Norway but who has killed its way around the world enough that the Dwarves in Antarctica claim relatives who have been murdered by it - unretiring a WG fortress may very well bring it or one of the FB nasties that are known to have eaten whole cities calling. (!!FUN!!)
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ptb_ptb

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Whew! Well, I ran a 1x1 fortress a little out of the way and managed to generate 24 artifacts. I didn't manage to get the full set of armor artifacts, but there are piles of masterwork armor and weapons of all sorts. I also didn't manage to get a really good weapon artifact - just an artifact bow, crossbow and steel mace. The rest were made from stupid metals (tin short-sword, etc.)

I need to get to sleep now, so uploading fortress in 8 hours time or so.
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Timeless Bob

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Well done!
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