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Dwarf Fortress - Liquid Team Project

Forum Index > General Games
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amatoer
Profile Joined January 2008
Germany212 Posts
Last Edited: 2012-06-27 13:22:26
June 03 2012 15:34 GMT
#1
Martyrtomb

This thread is about the shared fortress of the bravest, the most handsome, the most intelligent and most creative people of Teamliquid.net. If you don't know Dwarf Fortress, check out this thread. No, really. Do it. It's worth it. And since some of the links in that thread are kinda outdated, don't miss the Wiki ("lifesaving!" - Fealthas), the official DF forum, the Lazy Noob Pack for a cheap ass start (hahaha. There is no access to Dwarf Fortress except for the painful, lifecomsuming, egodestroying one) and a list for mods, programs and tutorials.


You have arrived. After a journey from the Mountainhomes into the forbidding wilderness beyond, your harsh trek has finally ended. Your party of seven - "Dice" Craftrythm, "Firebathero" Alleylanterns, "Hoosegow" Mineshowered, "coma" Boardmarched, "Blazinghand" Rimclenches, "amatoer" Metalwaded and "Zul'jin" Testedwheeled - is to make an outpost for the glory of all of Udardastot.

There are almost no supplies left, but with stout labor comes sustenance. Wether by bolt, plow or hook, provide for your dwarves. You are expecting a supply caravan just before winter entombs you, but it is Spring now. Enough time to delve secure lodgings ere the dingoes get hungry. A new chapter of dwarven history begins here at this place, Muzishrakust - Martyrtomb.

Strike the earth!



+ Show Spoiler [prologue] +
Prologue
by KharadBanar


It should have been any normal day for the Dwarves in the town of Darshin, but blzinghand the masonpraiser decided he finally had had enough of his town life. He felt that he was destined to do more with his life than producing the typical useless crap and the occasional piece of stone furniture and selling them at absurdly high prices to the townsdwarves.
He hauled a rock table to the town square, stood on it so everybody could see him and complained loudly spoke his mind about his current state of living. Most of the other dwarves were very skeptical. "But who will be there to make our mayor more obsidian cages when he demands those things again?" - "Who is going to be there for me when a monarch butterfly gets stuck in my door like last week?"
But there were also some dwarves crazy enough to support blzinghand's plans to start a new life, first and foremost Zul'jin the Hunter who was rather enthused about the whole idea of going out adventuring. "It's going to be awesome out there in the wilderness!" - "And what makes you think that?", another replied. "It's not going to be awesome when you meet your first Giant Badger without some walls to hide behind!" - "Don't worry, blzinghand's got this! He's part mason, he'll build us a wall in no time, right?" - "Er, right", said blzinghand, silently frowning about the idea of starting a new life just to be a mason once again. Another dwarf from the slowly gathering crowd chimed in, "I'll be there to help you too if Giant Badgers are looking to be any problem!". It was Dice, who was one of the town's militia's newer recruits. The discussion continued and some more dwarves were up for the adventure.



Some time later, as they were up to seven ready dwarves and the crowd around them had dispersed, they discussed what they should bring with them for their journey. They agreed that each dwarf should take the most important items from his workshop and that they'd take with them a healthy stock of food and booze, when it occurred to Firebathero that they needed an anvil to do practically anything at all when it came to providing infrastructure for a new settlement. At first, the group was stricken. Without any facility for metalcrafting they would have to wait until the first caravan would eventually find their way to their mudhole to provide them with their first anvil.
Luckily, coma had just the right idea: They could just steel steal the anvil from the local smith shortly before their departure! After all, what could possibly go wrong with such a plan?
Crazy as the seven adventurers were, they really managed to pull the stunt off the next night, and they escaped from the town as fast as they could (i.e. not very fast, but they got out there anyway) before daybreak.


Can our adventurers manage to survive out there in the wilderness, or will they be having lots of Fun? Only time will tell.....


The Chronicle of Hoosegow the Shroomsmith, Volume I



Players, Disqualified Players, Current Ruler, (Report):
+ Show Spoiler +
  1. r.Evo (Report)
  2. Kurumi (Report)
  3. Blazinghand (Report)
  4. DarkEnergy (Report)
  5. amatoer (Report)
  6. KharadBanar
  7. Ulfsark
  8. Dfgj [seeded]
  9. vaderseven [seeded]
  10. shackes [seeded]
  11. ShloobeR
  12. fishbowl
  13. stormtemplar
  14. ]343[ [seeded]
  15. Fealthas
  16. Hoosegowh
  17. Haemonculus
  18. Alak



The Rules:
+ Show Spoiler +

1. Wellbeing and FUN
1.0 You will not intentionally harm dwarfs or damage the dwarf fortress without good reason
1.1 If by your inexperience or actions you inflict extreme damage to the fort, consider if it is still playable. Reload if it's not.
1.2 Leaving the fort in a worse state then you received it is FUN.
1.3 Take as good care of player dwarfs as you take care of your own named dwarf.

2. War and Rights
2.0 Constructing weapons of mass destruction is prohibited by the dwarfen granite convention. These include.
2.0.1 Use of magma as a external military weapon.
2.0.2 Use of water as a externalmilitary weapon.
2.0.3 Use of bridges as a military weapon like bridge-a-pults or bridge-hammers.
2.1 a dwarfen player enjoys the right of a tomb. It is the players responsibility to create one in his rule. if it could not be completed or he was unable to construct such a thing, it's up to the next ruler's kindness to finish the project or not.
2.2 The use of Vampiric power to run machinery is prohibited
2.3 Violence against peaceful traders is frowned upon
2.4 The use of dangerrooms is prohibited.
2.5 The mayor must be elected by the dwarfs and can never be assigned by the ruler.
2.5.1 The current ruler may not reduce the number of possible candidates to one dwarf by sending the other candidates into letal accidents and other cases of cartain death.
2.6 Regarding justice, the ruler may not question the words of his dwarfs. Dwarfs are always telling the truth, as unlikely as their accusions may look.
2.7 You may enable as many professions as you please but must not disable any dwarf's profession. This rule excludes the glorious starting seven whose professions are godgiven and may not be changed without the creator's permission.

3. Mega projects

3.0 mega project are protected under dwarfen law. The players are forbidden to destroy or alter the project without
consent.
3.1 Exception to this rule is only when the fortress is in danger as a result of a mega project.a


How To Play Your Turn:
+ Show Spoiler +
1. Check the thread for updates from the former leader. As soon as his turn finished, ask for his savegame. If the former leader already finished his turn and/or passed his savegame, you have 24 hours to download the game, thank the former leader and confirm that you recieved the savegame by posting it in the thread. If you do not respond in time, you are disqualified from the game, the savegame is passed to the next person on the list and you may apply for the next team fortress.
2. Start your game. You have 72 hours (aka 3 days) to play one ingame year from spring to spring. Follow the rules that are listed above. Make notes and screenshots of the fort and wrap everything into a nice little story so you can once tell this story to your grandchildren.
3. As soon as you read the announcement "Spring has arrived!", save the game, make your final thoughts and updates and pass the savegame to the next person on the list. To do so, you have to zip the files upload it to http://www.speedyshare.com and post the link to the zip-file in the forum or pass it via PM to the next person on the list (as written in this post). If you pass the savegame via PM, confirm that you sent the message and when you sent it.
4. If a ruler can't manage to play one ingame-year within the given time, he has to save the game, and pass it to the next person just like he would do when he would have finished his year. The next player can finish the year and play his own year. This does not include an increase of playtime.
5. If the next ruler on the list does not respond within 24 hours, confirm it in this thread and send the savegame to the next person on the list.
6. Feel free to comment or criticize the leadership of everyone and complain about how everything keeps getting worse and that the golden ages have gone after the year under you as the ruler of the fort.




+ Show Spoiler ['archive'] +
The goal
A Fortress that is built by tl members. Everyone plays one ingame year untill he must save the game and pass it to the next person on the list. You have two (real life) days to play the (ingame) year. The more people participate in this project, the more FUN it will become.

The planning
Polls!

Poll: Modding:

Functionality (Removed aquifers, amended human and elven diplomats) (19)
 
46%

No modding please (18)
 
44%

Flavour (flavour-weapons such as claws and hooks, possibility for hatred of sentients in dwarven per (2)
 
5%

both (Functionality and Flavour) (2)
 
5%

41 total votes

Your vote: Modding:

(Vote): No modding please
(Vote): Functionality (Removed aquifers, amended human and elven diplomats)
(Vote): Flavour (flavour-weapons such as claws and hooks, possibility for hatred of sentients in dwarven per
(Vote): both (Functionality and Flavour)



Poll: What graphics to use?

2D Tileset (25)
 
54%

Vanilla! (original graphics) (12)
 
26%

"3D" Visualizer (aka stonesense) (7)
 
15%

both (note though that this does NOT combine the original graphics with the 2D tileset) (2)
 
4%

46 total votes

Your vote: What graphics to use?

(Vote): Vanilla! (original graphics)
(Vote): 2D Tileset
(Vote): "3D" Visualizer (aka stonesense)
(Vote): both (note though that this does NOT combine the original graphics with the 2D tileset)



(Alignment as described in the DF wiki)
Poll: Alignment

Neutral (23)
 
66%

Evil (10)
 
29%

Good (2)
 
6%

35 total votes

Your vote: Alignment

(Vote): Evil
(Vote): Neutral
(Vote): Good



Poll: Savagery

High (18)
 
67%

Moderate (7)
 
26%

Low (2)
 
7%

27 total votes

Your vote: Savagery

(Vote): High
(Vote): Moderate
(Vote): Low



(Temperature (DF wiki))
Poll: Temperature

Temperate (17)
 
63%

Cold (6)
 
22%

Freezing (3)
 
11%

Scorching (1)
 
4%

Hot (0)
 
0%

27 total votes

Your vote: Temperature

(Vote): Scorching
(Vote): Hot
(Vote): Temperate
(Vote): Cold
(Vote): Freezing



('biome' page)
Poll: Enviroment

Forested (any type of woodlands, type depending on the other choices) (22)
 
73%

Grassland (plains, swamps, hills and so on) (5)
 
17%

Barren (desert, wasteland, glaciers and so on) (3)
 
10%

30 total votes

Your vote: Enviroment

(Vote): Forested (any type of woodlands, type depending on the other choices)
(Vote): Barren (desert, wasteland, glaciers and so on)
(Vote): Grassland (plains, swamps, hills and so on)



last update: Wednesday, Jun 27 1:22pm GMT (GMT+00:00)
Kurumi
Profile Blog Joined April 2010
Poland6130 Posts
June 03 2012 16:09 GMT
#2
I am /in and I vote for something a little evil / ravaging animals in marshes/badlands/taiga.
Tileset is fine with me, ASCII is something I find a little unappealing, but hey, I just like to look at different look of stone <3
I work alone. // Visit TL Mafia subforum!
Dfgj
Profile Joined May 2008
Singapore5922 Posts
June 03 2012 16:11 GMT
#3
I find it painful to play with anything that isn't ascii

Haven't played in awhile but if this gets going I wouldn't mind being a part.
plated.rawr
Profile Blog Joined June 2008
Norway1676 Posts
Last Edited: 2012-06-03 16:14:03
June 03 2012 16:12 GMT
#4
Here's the thread on our previous succession fort, if anyone wants to browse history or see how we did that.

http://www.teamliquid.net/forum/viewmessage.php?topic_id=226191

For our embark, I'd suggest neutral alignment, but with high savagery to add some excitement to daily business. Giant animals do add some challenge, especially the agressive kind. Evil might be a bit too exciting though, considering the deadly fog and necromancy change. Speaking of necromancy - I imagine having a nearby tower would be pretty lethal if we're going for the "open" fort suggestion I made earlier, so we might want to avoid that as well, unless we're to bunker down and make it optimal instead of hillarious.

Embark size and population cap is pretty important too. Depending on people's computers, the default 4x4 will get pretty sloggy after a few years, so we might want to consider 3x3 or 2x3 or something like that. A poll might be in order to gauge general support for the various.

For shallow metal and such - realise that shallow metal doesn't signify wether it's iron / coal or other metals. Shallow simply means that it's close to the surface. Using DFhack to prospect in embark is godsent for finding sites, since it lets you know what the general stone composition of the upper layers is, similar to how 31.18- did. If we spot non-sedimentary stone in the upper few layers, we know it's probably galena rather than iron. Of course, as I posted earlier, the type of metals we get isn't all that important, and flawed embarks can be quite a lot of fun. My point is that wether it's shallow or deep doesn't really say anything about what kind of metal's present, so while we should want shallow for the ease of accessing any metal, it's not -that- important.

About our starting seven - should we make some sort of issue out of them? I've seen some succession forts use the starting 7 as the first 7 players, have those players decide their jobs and such, and roll with that. Might be fun for the storytelling aspect of the fort.

I'd like a spot, but since I'm somewhat competent which could end up with me stabilizing too much or fixing things that'd end up !!FUN!! eventually, I'd like the third or so.

Edit: Oh, and like last time, I can do the worldgen and minimodding the races for flavor. Specifically for the races - making everybody able to detest other sentient races, for the fun of it.
Savior broke my heart ;_; || twitch.tv/onnings
Ulfsark
Profile Blog Joined September 2010
United States958 Posts
June 03 2012 17:16 GMT
#5
Count me in sir! I don't mind the settings, probably keep it somewhat simple though so that less experienced players can play.
gg wp
PassiveAce
Profile Blog Joined February 2011
United States18076 Posts
June 03 2012 17:28 GMT
#6
Sick, another dwarf fortress thread to read
Call me Marge Simpson cuz I love you homie
DarkEnergy
Profile Joined June 2011
Netherlands542 Posts
June 03 2012 17:45 GMT
#7
Write me up buddy.
ill think about the setup/rules and get back to u do not have the time atm.
Thats right stimmed marines can outrun aeroplanes.Tasteless
Kurumi
Profile Blog Joined April 2010
Poland6130 Posts
June 03 2012 17:47 GMT
#8
On June 04 2012 02:16 Ulfsark wrote:
Count me in sir! I don't mind the settings, probably keep it somewhat simple though so that less experienced players can play.

A normal embark will be boring.
And newbies are always cool for destroying stuff.
I work alone. // Visit TL Mafia subforum!
vaderseven
Profile Joined September 2008
United States2556 Posts
June 03 2012 17:49 GMT
#9
Count me in.
Blazinghand *
Profile Blog Joined December 2010
United States25551 Posts
June 03 2012 18:41 GMT
#10
I'm so in. A couple thoughts:

LNP sounds good to me.

A ruler should be required to act in the best interest of the fort and not intentionally sabotage shit. However, if things go all to hell, well, that happens, it's DF.

I'd say no to aquifer, but some savagery and evil ought to spice things up. The first year or so should be done by players who have played before and know what they're doing though if we're gonna do this. Having multiple caravans would also be good.

I personally am a fan of rivers cause you can do some sweet projects with them.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
amatoer
Profile Joined January 2008
Germany212 Posts
June 03 2012 18:58 GMT
#11
agree. And I like plated.rawr's idea with the "starting seven". However, I have no idea what exactly we should do and how we should do it.
Anyway, I'll update this thread. But I'm going to have a busy-ish week and next week i will give some more thought to our fort.
coma
Profile Joined March 2010
Germany86 Posts
June 03 2012 19:05 GMT
#12
I'm in as well.
rapidash88
Profile Joined March 2011
United States194 Posts
June 03 2012 22:24 GMT
#13
I'm in too
Stroke me a clipper, I'll be back for Christmas
plated.rawr
Profile Blog Joined June 2008
Norway1676 Posts
Last Edited: 2012-06-03 22:33:35
June 03 2012 22:26 GMT
#14
On June 04 2012 03:58 amatoer wrote:
agree. And I like plated.rawr's idea with the "starting seven". However, I have no idea what exactly we should do and how we should do it.
Anyway, I'll update this thread. But I'm going to have a busy-ish week and next week i will give some more thought to our fort.

Well, basically, what I was thinking works like so:

Once we've agreed on a site and embarked, we'll check the seven first in the expedition preparation screen. Screenshot the personalities of the seven first and post 'em, and let people pick who they want to be "their" dwarf. I'd suggest the seven first who's signed up, or alternatively just the seven first who shows interest in having a dwarf in the fortress being them. Whatever works.

Anyhow, once someone's picked a dwarf, change their nickname to their forum name, and allow the picker to choose the dwarf skills and custom job title. Since we've got pretty limited skill points, let's say 5 or so total ranks of skills per dwarf, then whoever's setting up the embark can deal with the remaining points afterwards. Sure, we might end up with some lacking skills, but it works itself out well enough. Any dwarf can collect plants and brew booze, as long as they're motivated enough.

The general thought here is to give the first seven dwarves a bit more personality, and maybe help make storytelling a bit more personal and entertaining for whoever's reading.

As an example, let's say I pick 'Urist Nobcraven' the female dwarf, because I like her for being quick to anger, immodest and because she absolutely detests elves. For her, I'd want her to be the local bar maid, so she'd definately need 2 ranks in brewing, 2 ranks in cooking and the last rank in pacifier - drunk sober dwarves can get rowdy, so that's neccessary for a bar job. The one working the embark would then set her nickname to "plated.rawr", and her custom job title to "Barmaid."

Now, optimally, we'd keep our seven first mostly to the jobs picked, but if neccessary, we can of course give them temporary other jobs.
Savior broke my heart ;_; || twitch.tv/onnings
myopia
Profile Blog Joined June 2009
United States2928 Posts
June 03 2012 22:28 GMT
#15
Looking forward to this. I'd play but I'm still learning and wouldn't have the time to do a proper writeup, so I'll just watch the thread.
it's my first day
ShloobeR
Profile Blog Joined April 2008
Korea (South)3809 Posts
June 04 2012 00:35 GMT
#16
Sign me up! I'm totally down : )
: o )
fishbowl
Profile Joined January 2010
United States1575 Posts
June 04 2012 00:39 GMT
#17
/in
plated.rawr
Profile Blog Joined June 2008
Norway1676 Posts
June 05 2012 10:21 GMT
#18
I see 34.11 was just released. It's mostly a bugfix-update though, so I imagine addons and mods will be rather rapidly updated.
Savior broke my heart ;_; || twitch.tv/onnings
coma
Profile Joined March 2010
Germany86 Posts
Last Edited: 2012-06-05 12:12:18
June 05 2012 10:48 GMT
#19
Well, hopefully the LNP gets updated now. Last time I looked it was still at 34.07.
I am against playing with MasterworkDF - although you can turn off almost all options and play a "vanilla" game, the added creatures ( like immortal Swordgolems - hilariously OP - one of them will defend the entire Fortress from infinite ambushes) will still arrive with new immigrants. Same goes for several other options. The most annoying to me: several options in the manager menu that then have no function whatsoever, which would just be more confusing to new players.

Edit: What about a (little) megaproject? I imagine a tower filled with water, as a source as well as a defense mechanism. Could be quite !!!FUN!!!.
plated.rawr
Profile Blog Joined June 2008
Norway1676 Posts
June 05 2012 12:46 GMT
#20
Megaprojects are definately encouraged. That said, considering we're doing one year per person, how it'll develop is up to Armok. I don't know about you guys, but I can forsee some winding railtracks leading to doom and glory the coming seasons.
Savior broke my heart ;_; || twitch.tv/onnings
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