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Author Topic: Adventure mode fort-building.  (Read 10908 times)

1sauber1

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Adventure mode fort-building.
« on: February 06, 2010, 08:04:36 am »

No, not building a fort out of the skulls of your elf enemies, but actually going to fortress mode, specifically designing an embark list to get a metal industry up and running right out of the gates so you can later abandon it so your adventurers can get some gear above iron.
Specifically, tips on how best to effectively do this, you know, what an embark list should contain, quick ways to get metal industry up, strip-mining techniques, self-sufficient forts that you can just seal up and forge in until you're ready to open back up, "quick" adamantine mining techniques that don't end in fire and brimstone, ways to maximize chances of a mood that ends with a weapon, all that good stuff.

Aw, don't joke around like that, I know you went to your old fort to steal all your artifact adamantine armor and weapons with your legendary adventurer.

Oh, and building forts with clever lever traps and systems and such to trade around with other players for adventure mode is perfectly fine too.
Really, though, it's frustrating to be limited to Iron items, that's really the whole motivation behind this thread.
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piecewise

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Re: Adventure mode fort-building.
« Reply #1 on: February 06, 2010, 11:43:37 am »

No, not building a fort out of the skulls of your elf enemies, but actually going to fortress mode, specifically designing an embark list to get a metal industry up and running right out of the gates so you can later abandon it so your adventurers can get some gear above iron.
Specifically, tips on how best to effectively do this, you know, what an embark list should contain, quick ways to get metal industry up, strip-mining techniques, self-sufficient forts that you can just seal up and forge in until you're ready to open back up, "quick" adamantine mining techniques that don't end in fire and brimstone, ways to maximize chances of a mood that ends with a weapon, all that good stuff.

Aw, don't joke around like that, I know you went to your old fort to steal all your artifact adamantine armor and weapons with your legendary adventurer.

Oh, and building forts with clever lever traps and systems and such to trade around with other players for adventure mode is perfectly fine too.
Really, though, it's frustrating to be limited to Iron items, that's really the whole motivation behind this thread.

 [REACTION:F_ADAMANTINE_WAFERS]
    [NAME:create adamantine wafers]
    [SMELTER]
    [PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:ADAMANTINE]

Put that in reaction_standard. Start new world. Start new fortress. Win.



« Last Edit: February 06, 2010, 11:45:26 am by piecewise »
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Duelmaster409

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Re: Adventure mode fort-building.
« Reply #2 on: February 06, 2010, 04:57:45 pm »

You dirty cheater you.
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Dwarf fortress: Teaching uni level geology to sadistic elf killers for years.

Lordinquisitor

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Re: Adventure mode fort-building.
« Reply #3 on: February 06, 2010, 06:25:57 pm »

The shame of cheating can only be washed away with the blood of !!Elf Children!!.
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Duelmaster409

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Re: Adventure mode fort-building.
« Reply #4 on: February 06, 2010, 06:58:30 pm »

Or, y'know, just plain old Dwarven Wine?
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BlueFireLady

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Re: Adventure mode fort-building.
« Reply #5 on: February 07, 2010, 03:31:30 am »

make a fortress on a easy place (flat and has soil and joyous wilds or similar) within an area for other civs (preferably the rave you want to play) to trade with you. Then use your soil to quickly make a cloth/prepared meals industry. Trade.

I don't think there's a faster way to get those items in a fortress. Other then embarking with them.

Also you could build it over a glowing pit and use reveal to find you Adamantine (most of the time you can dig some without breaching the pit) close revealed map and open the old one, and remember where it is so you don't get the bugs of reveal


For moods I think maybe best to only have the workers of what you want them to create. (kill all dwarves w/o armor smithing)

If you want to seal yourself off either seal yourself off and make a wall, or just modify the init file and turn off invasions until you want them
« Last Edit: February 07, 2010, 03:37:39 am by BlueFireLady »
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valcon

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Re: Adventure mode fort-building.
« Reply #6 on: February 07, 2010, 01:54:51 pm »

I always found that making the smallest fort area (1x1 I think with the nanofort mod) really helped with item sprawl, and makes it really nice for your adventurer to work with. 

Make sure to put a little pool of water with a ramp next to it so he can train swimming too, extra points at char creation =)
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piecewise

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Re: Adventure mode fort-building.
« Reply #7 on: February 08, 2010, 03:07:07 am »

Its not like you need adamantine gear anyway. You can kill the world with iron or steel.

Shadetree

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Re: Adventure mode fort-building.
« Reply #8 on: February 09, 2010, 03:41:43 am »

For adamantine
Fortress embark squares are 48x48
note which embark square HFS is in
dig to bottom z level nearby
dig hallway around HFS square
smooth surrounding wall
carve fortifications in wall
if nothing discovered dig out fortification
smooth wall
carve fortifications
repeat

the fortifications will reveal the hidden tile behind it so eventually it will reveal the pit and HFS won't actually spawn till it can path out.  After it's revealed you can dig out everthing around the pit on every z level except for the containing wall. 

if the HFS embark tile is on an edge of your map there is a slight chance of hitting the pit when digging around the embark tile
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Funk

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Re: Adventure mode fort-building.
« Reply #9 on: February 09, 2010, 12:56:19 pm »

trade away all of your weapons and armor to one civ then go to there town and get free items.
and you can try to get the guards to join you.
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Agree, plus that's about the LAST thing *I* want to see from this kind of game - author spending valuable development time on useless graphics.

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