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Author Topic: DungeonKeeper, the Dungeon Fort [NEEDS PLAYERS NAOW]  (Read 5933 times)

Sanctume

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Re: DungeonKeeper, the Dungeon Fort
« Reply #30 on: November 02, 2017, 12:36:23 pm »

I got to remember this is a Dungeon Keeper fort, but I still want some basic industry to be up:
1. Food and Booze to a tavern.
2. Builder class to dig, use stones for mason and mechanics.
3. Forge to at least make some "treasure" because what good will a dungeon be without incentive to go find danger. 

I also kinda recall playing the old Dungeon Keeper. 
Have a treasure room. 
Have beds to entice monsters to live and defend you kinda thing.

Anyway, I need to think and commit to making at least "simple and subtle" trap feature.

MoonyTheHuman

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Re: DungeonKeeper, the Dungeon Fort
« Reply #31 on: November 02, 2017, 01:13:51 pm »

Industry is obviously essential :)
The dungeon doesn't have to be directly connected to the fort, either, but letting survivors invade the fort is more !!FUN!!

Justin

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Re: DungeonKeeper, the Dungeon Fort
« Reply #32 on: November 02, 2017, 07:46:10 pm »

I got to remember this is a Dungeon Keeper fort, but I still want some basic industry to be up:
1. Food and Booze to a tavern.
2. Builder class to dig, use stones for mason and mechanics.
3. Forge to at least make some "treasure" because what good will a dungeon be without incentive to go find danger. 

I also kinda recall playing the old Dungeon Keeper. 
Have a treasure room. 
Have beds to entice monsters to live and defend you kinda thing.

Anyway, I need to think and commit to making at least "simple and subtle" trap feature.

What kinds of goblins visit taverns? If our civs have some perhaps we really could attract monsters who could stalk the dungeon.
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Fleeting Frames

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Re: DungeonKeeper, the Dungeon Fort
« Reply #33 on: November 02, 2017, 07:57:29 pm »

Mostly bards, in my experience, especially in performance troupes, which are considered their own entities.

Sanctume

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Re: DungeonKeeper, the Dungeon Fort
« Reply #34 on: November 03, 2017, 10:45:04 am »

Quick update.  19 Migrants arrived. Some dorfing.

Bayar, "Farmer Bayar" E. m76 (fam) slabs, shield, battle axe, gem cutter +2.
Sanctume, "Farmer Sanctume" O. G. m82 (fam) no item, steel, furnace operator+7.
Spriggans, “The ScareLess” A. R. m61 (mw) no item.
Kingawsume, “Cheese Kingaw” R. I. m77 (fam) chain leggings, wood cutter+6, milker+3, cheese maker+0.
Imic, “Imic Bones” M. K. m120 (no dream) battle axe. Bone Setter+11, Wound Dresser+11. Crossbow+9.
(Justin) J Fath McUristhe, “W. McUristhe” F. U. m70 (fam) battle axe.
(Justin) J Shem McUristhe, “A. McUristhe” S. T. f68 (fam) breastplate, bags, dyer+5, thresher+8.

« Last Edit: November 03, 2017, 11:27:59 am by Sanctume »
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Re: DungeonKeeper, the Dungeon Fort
« Reply #35 on: November 03, 2017, 10:58:02 am »

Suggestion: Place the slab for Fath, Bayer's wife, in Bayer's bedroom.

PS: probs meant Bone, not Done Setter.

wertyzerty

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Re: DungeonKeeper, the Dungeon Fort
« Reply #36 on: November 04, 2017, 02:53:26 pm »

Can you Dwarf me?
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MoonyTheHuman

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Re: DungeonKeeper, the Dungeon Fort
« Reply #37 on: November 06, 2017, 09:18:47 am »

Sanctume, Beep Beep! You there?

Sanctume

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Re: DungeonKeeper, the Dungeon Fort
« Reply #38 on: November 06, 2017, 01:53:26 pm »

Yes. Had a pc issue Friday morning, so I manage to play a few hours.  And some social functions I "had" to attend despite no being in my plans.  Anyway, excuses...

I spent too much time "planning"  but my game has some progress.

No dungeon for me yet. I got a building with farm, food, and hopefully a tavern, and 12 unit "inn".  We don't even have a proper bedroom area or dining yet, but probably not a good idea as to make this more modular areas with just a large pop, I guess.

A "carpenter's house" of sort.  Did not want QSP this early, so a 5x6 foot print for wood hauling, and maybe 2 bedrooms up stairs.   

Working on a butcher's house next, but i need flat land, so the hill to our immediate east is being flattened slowly. 

The dead scattered around got me to do some corpse hauling (no coffin) onto a "viewing" galleries and trap hallways that any "guests" can be transported to future dungeons.  Hoping for a necromancer capture. 

I don't have much "notes" in terms of story, but lots of dig plans that I was doing too much, so early.

And I macro that paints a grid to use the 48x48 tiles with at least 5 tile from map edge.  So we are embarked on a 4x4 local map?

I stopped when I got another wave of migrants.  My OCD says I should "document them" but I should just make them all miners/masons/mechanics--and that's where I last saved. I think 10 migrants came to make it 49 pop.

MoonyTheHuman

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Re: DungeonKeeper, the Dungeon Fort
« Reply #39 on: November 06, 2017, 02:05:44 pm »

Yup, 4x4. We have all possible neighbours (we are literally 2 tiles away from a necrotower) as well.

MoonyTheHuman

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Re: DungeonKeeper, the Dungeon Fort
« Reply #40 on: November 08, 2017, 12:46:52 pm »

Oi! Sanctume. You only have so much time.
As in, you have one more day left before you either release the save and writeup or i pass it on without you.

Sanctume

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Re: DungeonKeeper, the Dungeon Fort
« Reply #41 on: November 08, 2017, 01:11:38 pm »

What is that actual dead time line of my submission? 

Ahh, looks like that first thing I did after getting home was look at it ~ 4:45 p.m. PST.  (not a bad 1 hour, 45 minute Los Angeles commute).
And I roughly had some initial notes (renames) posted ~9:00 p.m. 



Anyway, request to post whatever save I have later tonight either midnight, or 1 am?

I would prefer Thursday night for an extra night to play to finish the year and this one pain in the ass puzzle the game gave me.
But I'm ok if just tonight.  Who's next anyway? Is he/she ok to delay their start by 1 more night?
No big deal for me, just communicating logistics.

I do have plenty of detailed progress and notes, despite only in Autumn of the same year. 

I can promise there are interesting events despite the short time passing.

Fleeting Frames

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Re: DungeonKeeper, the Dungeon Fort
« Reply #42 on: November 09, 2017, 01:40:57 am »

Mm. Melange is next.

I'd say save would take priority over writeup. Though Sanctume always makes high-quality writeups.

MoonyTheHuman

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Re: DungeonKeeper, the Dungeon Fort
« Reply #43 on: November 09, 2017, 10:02:33 am »

Yea, Save  takes priority.
Here you guys go, Sanctume PMed it to me:
[EDIT: Link is broken. Waiting on Sanctume for fix.]

Sanctume

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Re: DungeonKeeper, the Dungeon Fort
« Reply #44 on: November 09, 2017, 12:17:48 pm »

I can't access dffd from work. 
Can you just browse dffd and search my latest upload? 

I have my 2nd draft ready.  I just need to upload images to imgur when I get home, and I can post my turn late tonight.

I only played a year.  I wasted a lot of pre-planning and micro-detail each migrants.  But this was the first DF scenario I've encountered, so I was slower in playing it "right".

I think it's a good enough story arc point from normal fort to dungeon fort.  I'd like to spoil it, but I'll just wait with the images. :)  I hope not to disappoint.

My note says this is the link:
Save
http://dffd.bay12games.com/submit.php?action=message&fid=13165

« Last Edit: November 09, 2017, 12:20:17 pm by Sanctume »
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