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Author Topic: 2212 z-level above-ground Adamantine Spire  (Read 324219 times)

Funtimes

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Re: 2212 z-level above-ground Adamantine Spire
« Reply #90 on: July 15, 2010, 07:50:21 am »

Clowns used it to attack another planet?  :o
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Ponczo

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Re: 2212 z-level above-ground Adamantine Spire
« Reply #91 on: July 15, 2010, 07:57:05 am »

Clowns used it to attack another planet?  :o

Maybe they have a space station made out of adamantine.  Actually it's a pretty good idea.
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cbpye

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Re: 2212 z-level above-ground Adamantine Spire
« Reply #92 on: July 15, 2010, 08:03:50 am »

My DF is unmodded.  This is a fluke of those worldgen parameters I posted, I guess.

No-one's had any luck mining on that map?

Thoth

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Re: 2212 z-level above-ground Adamantine Spire
« Reply #93 on: July 15, 2010, 08:05:03 am »

Well i wish i could play with this, seems that after a certain number of ticks it'll crash, and oddly only works on my 31.10 version, but this is obv on windoze 7, had a look at them in Therapist, they're all named High Agarian etc, poss modded or just named their professions? Anyhow the spires quite something seems rather fractured on mine with missing chunks up the spire where theres none on some z levels, i switched caveins off but that didnt help alas and most other things. I shall see if i can get it working on any other pc, and poss try it on ubuntu with the Obligatory; For Science!
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cbpye

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Re: 2212 z-level above-ground Adamantine Spire
« Reply #94 on: July 15, 2010, 08:32:00 am »

Yeah, I gave my starting 7 custom profession names.  I like to keep them separate from the migrants, because I like to spoil them a bit.

leftycook

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Re: 2212 z-level above-ground Adamantine Spire
« Reply #95 on: July 15, 2010, 08:43:20 am »

My guess is your dwarves are simply awestruck by the most amazing thing to ever exist. Can you imagine arriving, expecting some blank boring hills, and finding the llife-thread of the universe? And then being told to go and take chunks of of it with your pick?
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slink

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Re: 2212 z-level above-ground Adamantine Spire
« Reply #96 on: July 15, 2010, 08:52:05 am »

I got it to load on WinXP SP3.  I was able to view the units list and see the custom professions names that had been entered.  I did not reach the top of the map but I did reach the top of the spire.  I compare the values here, between the OP's map and the one I generated myself.  When I unpaused it, the Dwarf going to build the wall got to walk 4 or 5 steps before the game crashed.  I tried undesignating everything and abandoning the fortress.  When I tried to load the abandoned save in Fortress mode, the game crashed.  I could load it under Legends mode without a crash.  I had planned on comparing the results of DFProspector on the two maps, but with the large difference in underground levels it was pointless.  I am about to try generating another copy using the raws from the downloaded save.  I do have a few custom things in my own raws.  EDIT: No difference for me using the OP's raws.

Ground Level
Adamantine Spire: 0, or 139 absolute
Mine: 0, or 139 absolute

Bottom Level
Adamantine Spire: -169, or -30 absolute
Mine: -63, or 76 absolute

Top
Adamantine Spire (of spire): 2074, or 2213 absolute
Mine (of map): 17, or 156 absolute
« Last Edit: July 15, 2010, 09:03:06 am by slink »
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There is only one cat, and all cats are that cat.
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Quantum Toast

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Re: 2212 z-level above-ground Adamantine Spire
« Reply #97 on: July 15, 2010, 09:03:46 am »

Well, know we know what dwarf mythology has in place of a World Tree.

Build a staircase all the way up the middle of the monolith and STRIKE THE SKY.
Mine out the sky and sell mugs made of air to the elves!
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That would be as deadly to the wielder as to anyone else!  You'd sever your own arm at the first swing!  It's perfect!

Funtimes

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Re: 2212 z-level above-ground Adamantine Spire
« Reply #98 on: July 15, 2010, 09:06:54 am »

If it goes on forever, surely the spire re-enters the map at some ridiculous z-level?  ???
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Dearnen

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Re: 2212 z-level above-ground Adamantine Spire
« Reply #99 on: July 15, 2010, 09:39:17 am »

Armok's personal adamantium space elevator is currently out of service.  Please use the stairs to your left.
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nbonaparte

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Re: 2212 z-level above-ground Adamantine Spire
« Reply #100 on: July 15, 2010, 10:18:14 am »

This is a world. It menaces with a spike of adamantine.
:D
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A service to the forum: clowns=demons, cotton candy=adamantine, clown car=adamantine tube, circus=hell, circus tent=demonic fortress.

moki

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Re: 2212 z-level above-ground Adamantine Spire
« Reply #101 on: July 15, 2010, 10:27:47 am »

Armok's personal adamantium space elevator is currently out of service.  Please use the stairs to your left.

Armok made the dwarves to dig a staircase out of this monstrosity...  :o
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But my good sir, the second death was for Dwarven Science!

nbonaparte

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Re: 2212 z-level above-ground Adamantine Spire
« Reply #102 on: July 15, 2010, 10:29:42 am »

I think this is one of those maps that needs to be held onto for a few years until modern computers can comfortably carve out Yggdrasil...
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A service to the forum: clowns=demons, cotton candy=adamantine, clown car=adamantine tube, circus=hell, circus tent=demonic fortress.

Emperor Bob

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Re: 2212 z-level above-ground Adamantine Spire
« Reply #103 on: July 15, 2010, 11:10:03 am »

cbpye, have you tried re-genning the world on your computer using the same seed? Because I suspect it wouldn't recreate the spire, and you'd end up with the same map as everyone else.
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That's probably where the Noble system came from in the first place - a cold hard calculation to save Dwarven civilization from thermonuclear politician brawls.

infaerina

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Re: 2212 z-level above-ground Adamantine Spire
« Reply #104 on: July 15, 2010, 12:44:42 pm »

I am going to give this one a try. If it does not work on my PC, I will go to my girlfriend's. If it does not work on her PC, I will continue to travel.
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