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TL Dwarf Fortress Succession Game - Page 16

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plated.rawr
Profile Blog Joined June 2008
Norway1676 Posts
Last Edited: 2011-07-04 16:28:39
July 04 2011 16:27 GMT
#301
I am tempted to continue the saga, but I know my computer's completely incapable of running forts above 100 dwarves that span several caves worth of z-levels.

I'm thinknig we really should start experimenting with magma decorations as well as step up our candy farming a bit, though. If interest is lowering, we might as well get some proper Fun before it all dies off.
Savior broke my heart ;_; || twitch.tv/onnings
Logo
Profile Blog Joined April 2010
United States7542 Posts
Last Edited: 2011-07-04 17:20:42
July 04 2011 17:19 GMT
#302
On July 05 2011 01:17 tnkted wrote:
Welp, I think i'm the first one in the history of horsemurdered to die twice. ;_;

Thanks for the save! Autosave every season will help a lot I think. The save is open for anyone to take, I don't think that we're even following the list since the last three or four people haven't bothered picking up their turns.


That's alright I get the honor of the shortest lifespan as my named dwarf didn't even make it 2 seasons.

@Forumite Yep. They're utterly and completely useless. Truth be told even if they were a Z level lower the goblins would be so close the siege operators would run away anyways.

If there's another succession game at some point we really should lower the pop cap to like 150 or so for performance. Also we should use the no clothing mods (or some other similar mod) so seiging enemies don't litter our fort with thousands of pieces of clothing.
Logo
plated.rawr
Profile Blog Joined June 2008
Norway1676 Posts
July 04 2011 17:28 GMT
#303
We did have the popcap reduced to 80 at the start, as well as using the 31.18-client instead of the 31.25-one, but at some point, it got swapped and the prepared init was replaced by a standard one, probably by the application of a graphics pack (as they replace a lot of files in save and raw.).
Savior broke my heart ;_; || twitch.tv/onnings
RandomAccount#49059
Profile Blog Joined June 2009
United States2140 Posts
July 08 2011 03:08 GMT
#304
--- Nuked ---
tnkted
Profile Blog Joined September 2010
United States1359 Posts
July 08 2011 12:19 GMT
#305
Yeah, good idea.

Farewell, sweet Horsemurdered! We believed to know ye well, yet barely knew ye at all.

For V2 I suggest we make the area a little bit bigger, and lower the pop cap. Also we institute a rule that says that anybody who uses another version has to roll back or replay the year.

I'd be happy to create/update the thread again if somebody wants to create the package. We could also wait for the new version (zombies! cities! markets!) but I bet that will be buggy for a few months after release.
'I think "tnkted" may have justified this entire thread.' - Mjolnir
Logo
Profile Blog Joined April 2010
United States7542 Posts
July 08 2011 14:27 GMT
#306
My suggestions for a new one would still have to be a no clothing mod to reduce clutter (by the time you get large goblin sieges you spend pretty much all year cleaning up the clothing and finish up right as the next siege arrives.

Maybe just bundle up a version of the game with the fort as well. That way you just download and run the included df.exe and we know everyone stays on the same version/graphics/settings
Logo
plated.rawr
Profile Blog Joined June 2008
Norway1676 Posts
July 08 2011 14:35 GMT
#307
Someone should dig into the circus to give Horsemurdered a proper goodbye. Really. That, or have the military kill random dwarves to cause a loyalty cascade. Or release 10 captured badgers in the middle of the common area with all exits locked.
Savior broke my heart ;_; || twitch.tv/onnings
Gridlock
Profile Blog Joined January 2010
United Kingdom517 Posts
July 08 2011 14:49 GMT
#308
On July 08 2011 23:35 plated.rawr wrote:
Someone should dig into the circus to give Horsemurdered a proper goodbye. Really. That, or have the military kill random dwarves to cause a loyalty cascade. Or release 10 captured badgers in the middle of the common area with all exits locked.


As an avid onlooker in the Horsemurdered saga I agree.

What brave warrior will step up to the plate to give Horsemurdered an epic final writeup?
Logo
Profile Blog Joined April 2010
United States7542 Posts
July 08 2011 15:09 GMT
#309
On July 08 2011 23:35 plated.rawr wrote:
Someone should dig into the circus to give Horsemurdered a proper goodbye. Really. That, or have the military kill random dwarves to cause a loyalty cascade. Or release 10 captured badgers in the middle of the common area with all exits locked.


There's a lot more interesting things than badgers locked in Horsemurder's cages.

Except Deer. I killed all the deer.
Logo
plated.rawr
Profile Blog Joined June 2008
Norway1676 Posts
July 08 2011 16:58 GMT
#310
Anyhow, what do we want for the next succession game? What things I feel we need to improve on from our current standpoint, are

- Game smoothness. Things went pretty much without a hitch, which is good from a success-oriented gameplay, but chaos is far more entertaining and makes more interesting stories.
- Queue speed. There were a lot of hiccups in game succession progression due to various people skipping turns or being slow in general.
- Version confusion and core mod change. We started off with a lightly modded 31.18, and ended up with something completely different, most probably due to users using a preinstalled 31.25 instead of the OPs batch to play, as well as users installing graphic mods.

For what we can do with them;

Game smoothness - if we actually want the game to be less smooth, I suppose we could either encourage player to be more reckless or deliberately dangerous in their design descisions, such as open entrances and cave tunnels, parts of the fort above ground and direct connections to rivers for aquatic goodness, or "demand" for people to make some kind of monument in a vulnerable spot for their progression part.

Queue speed - I imagine we could dispose of the queue altogether, and allow the person who first posts after the newest story to grab the next succession period. To limit the same user from playing a lot though, we could add a limit of only one game turn per 5 successions per player, or something like that.

Version confusion and core mod change - if the userbase wants graphic addons, we should figure out one that we can agree on, then stick to that. We should also require for people to use the version the game is started with, and rollback any changes that has perverted this.

That's only changes based on this round's experiences, though. We could of course go off with an entirely different goal and packet of mods for our next fort. Maybe a frost fortress on a terrifying tundra? Maybe a perfect embark with iron, magma and flux, but using Fortess Defense? Maybe a fort relying entirely on non-metal materials, aside from what they can loot and trade?

Anything's possible.
Savior broke my heart ;_; || twitch.tv/onnings
Gridlock
Profile Blog Joined January 2010
United Kingdom517 Posts
Last Edited: 2011-07-14 21:25:24
July 14 2011 21:24 GMT
#311
Posting before this thread goes necro!

I agree with your points Plated. I wish I could play so I could kick things off but I'm still in Dwarf training..

I suggest a new thread to kick things off. Copy and paste the suggestions you made as rules and take the first turn! Maybe so that people aren't put off by ASCII use one of the graphics sets from the LNP?

Oh can I also be named as one of your starting Dwarfs? ^_^

Let the games begin...

---

EDIT: After reading http://df.magmawiki.com/index.php/DF2010:Megaprojects this would be AWESOME..............

City of Ember
Show those filthy humans that when dwarves build a secret underground refuge, they build to last! In other words, recreate Ember from the film "City of Ember" (yes, everyone is aware there is a book, that came first, an was part of a series), but do it right - none of these leaking pipes and crumbling buildings stuff, after only two and a half centuries underground!
Mine out a massive cavern multiple z-layers high , and build a human-style city underneath it instead of carving out various chambers.
You must seal it off. How long you wait to do this is up to you, but once it is sealed, you cannot unseal it for at least 200 years (if you decide to play that long). Ideally, use a utility to embark with a full set of dwarves (to represent the immigrating population) and seal the city off within one year of embarking.
Build individual houses with their own dining rooms and bedrooms. Multiple dwarves can live in one house, but usually only a single family will live in one house.
Build streets connecting all of the buildings, in the way that in the film, Ember didn't really have any space that wasn't either paved or built on until you got to the outskirts of the city.
Have a "greenhouse" out on the outskirts for farming.
You MUST have an underground river and use it for power.
You MUST have magma and use it for power.
Build City Hall, where the mayor has his office, with a nice fountain out front that actually works (probably involving water pressure, and as a testament to the fact that dwarves do it better, and their underground refuge isn't running desperately short of food, water, or power).
No military, because there is simply no need for one, but have a fortress guard (to function as police, basically).
After 200 or more years, unseal the city and colonize the surface.
BONUS: Instead of building your houses/other structures out of blocks or rocks, plan it all out beforehand and simply don't dig out the tiles that you want to be the walls of buildings, and smooth it all down so it looks the same, but your buildings are actually made out of solid natural rock.
BONUS: Actually cause some kind of catastrophe on the surface (flood it with magma or something) that makes it uninhabitable, to FORCE yourself to stay underground, but when you unseal the city after 200 years, the surface should have healed and be habitable again. So, don't do something permanent.
tnkted
Profile Blog Joined September 2010
United States1359 Posts
July 17 2011 16:10 GMT
#312
Oooo, actually yeah we could totally use the lowest cavern for that, and then just pump up magma. Good idea!

Plated.rawr, if you want to set up the file I'll host and maintain the thread again...! (we could use the exact same folder from the OP but with those settings you were talking about changed).
'I think "tnkted" may have justified this entire thread.' - Mjolnir
RandomAccount#49059
Profile Blog Joined June 2009
United States2140 Posts
Last Edited: 2011-07-17 16:58:30
July 17 2011 16:55 GMT
#313
--- Nuked ---
shawty
Profile Joined June 2010
United Kingdom294 Posts
July 17 2011 17:02 GMT
#314
Sounds pretty ambitious, but rather than ambitious due to risk of failing, it's ambitious as 200 years is so long :S

Also I should apologise due to the version change, probs should have checked that out before I started my year.

I think we should forbid the use of traps, as they are clearly too good (cage traps anyone?). Restricting it to just military and any contraptions you make yourself rather than designated traps would make it a lot more fun.
RandomAccount#49059
Profile Blog Joined June 2009
United States2140 Posts
July 17 2011 17:14 GMT
#315
--- Nuked ---
plated.rawr
Profile Blog Joined June 2008
Norway1676 Posts
Last Edited: 2011-07-17 21:12:14
July 17 2011 21:05 GMT
#316
Sorry, I'm away on holidays currently, and won't really be available before the end of august. I might get some time in the end of july, but I would start without me.

Edit. If tnkted still has the original modded version I made, you could use that and find a new site for a fort if those settings are agreeable. If not, I did write a comprehensive list of what I changed in the TL mod in a readme in that package, so adjusting what you'd prefer out of that should be doable with a little trial and error.
Savior broke my heart ;_; || twitch.tv/onnings
Logo
Profile Blog Joined April 2010
United States7542 Posts
July 18 2011 01:08 GMT
#317
No cage traps is generally a good idea, not so much because they're too strong, but in succession game no one gets around to disposing of the creatures and they build up until there's 100s of caged creatures cluttering the fort up.
Logo
reneg
Profile Joined September 2010
United States859 Posts
July 18 2011 01:16 GMT
#318
On July 18 2011 10:08 Logo wrote:
No cage traps is generally a good idea, not so much because they're too strong, but in succession game no one gets around to disposing of the creatures and they build up until there's 100s of caged creatures cluttering the fort up.


i agree with this. If a ton of traps are needed, i feel like stone traps will do more than enough for defense.

If at all possible, if a new one is rolling up, i'd like to toss my name into the ring to play
moose...indian
N3rV[Green]
Profile Blog Joined August 2009
United States1935 Posts
July 18 2011 01:30 GMT
#319
I sadly just don't have the time for any dwarf fortress glory, but I will eagerly await updates from the next game.

I think I like reading about it just as much as playing it xD
Never fear the darkness, Bran. The strongest trees are rooted in the dark places of the earth. Darkness will be your cloak, your shield, your mother's milk. Darkness will make you strong.
Zocat
Profile Joined April 2010
Germany2229 Posts
Last Edited: 2011-07-18 02:04:38
July 18 2011 01:59 GMT
#320
On July 15 2011 06:24 Gridlock wrote:
Posting before this thread goes necro!

I agree with your points Plated. I wish I could play so I could kick things off but I'm still in Dwarf training..


If you would play - wouldnt that be a better solution to this whole "game smoothness" problem? Maybe not in year 1/2 but after that? You will make mistakes / not play the perfect fortress and others will have to clean up your mess?

Also maybe the old player poses a task to the next player? Maybe give 3 options and he has to try to complete one during his reign.
Maybe use some kind of difficulty stuff. 1 hard, 1 medium, 1 easy and the next player can decide what he wants to do.

Since I am a total noob myself dont mind me if the examples are too easy ^^

i.e. after year 2:
"Hard: open a way to the caverns & secure it" / start a war with the Humans/Elves
"Medium: kill of annoying dwarf X - write a fun story" i.e. kill 1 (all) miners with a cavein.
"Easy: build a gladiator pit and sacrifice at least 3 prisoners" (building a moat for the first time killed 3 dwarves for me, because I didnt understand that whole floor/dig system. So might be a fun challenge for someone who thinks he's less experienced)


Or maybe people set up "traps" for their successor. Not stuff which completely destroys the fortress but small annoyances. Not stupid / boring stuff like deleting all profession profiles
i.e. if you use a danger room - have one trap be armed with real weapons. So if the next guy uses the danger room - carnage!
Or a mislabeled lever "Mainbridge" which actuals opens the cage to that one imprisoned enraged badger.

And if your successor misses your traps - there's the successor of your successor Someone WILL trigger it eventually.
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