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 Post subject: Dwarf Fortress: Skyrates Succession
PostPosted: Thu Oct 14, 2010 6:04 pm 
Flirt

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Post if you're interested in a 2-year/turn DF succession game, and include when you'd like to take a turn. We'll be using Genesis 31.16 + Glass Forge + MayDay graphics. DFHack and Runesmith use is frowned upon.

LINKS:
Dwarf Fortress 31.16 + Mayday (Direct Download)
Dwarf Therapist
Glass Forge
Complete Newby Tutorials. Keep in mind that the provided version of DF is not the version we will be playing with, but it will help you gain familiarity with the game.

Other utilities will be placed here as they become compatible with 31.16.

PLAYERS:
Sloth
Herley
Rudolf
Narua Swala
Mahmoth
Marcus Langley?

Turnlist:
1. Narua Swala
2. Herley
3. Rudolf
4. Sloth
5. Mahmoth

Rinse and repeat.

SAVES:
Embark
Narua, Turn 1 (includes ENTIRE GAME O.o)
Herley, Turn 1 (Ended early)
Rudolf, Turn 1 (Ended early)
Sloth, Turn 1

From now on, just include the save folder (data/save/region(x)) and not the entire game.

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Last edited by Herley on Sun Nov 14, 2010 10:30 pm, edited 10 times in total.

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 Post subject: Re: Dwarf Fortress: Skyrates Succession
PostPosted: Thu Oct 14, 2010 6:26 pm 

Joined: Fri Jan 30, 2009 12:14 pm
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Location: 5 feet further along
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As a DF noob, I'm sure I'd be terrible, but I'm in.


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 Post subject: Re: Dwarf Fortress: Skyrates Succession
PostPosted: Thu Oct 14, 2010 6:36 pm 
Harrisian Fez

Joined: Thu Jul 22, 2010 8:16 pm
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Location: On my way to Mars, on a collision course
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Count me in! (After all, it was my idea. :remycute:) Only, I'm not very good at the game and need practice. Someone else should definitely go before me.


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 Post subject: Re: Dwarf Fortress: Skyrates Succession
PostPosted: Thu Oct 14, 2010 8:02 pm 
Flirt

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Okay, I found a perfect site. It /does have a two-layer aquifer, but only in the extreme SW of the embark. It has everything we need...except for a flux stone. There's no flux stone ANYWHERE on the map. There's a simple solution to this, but it involves raw modding, specifically modding a stone that is present on the map to act as a flux stone. The easiest to use would be Microcline, since it's found EVERYWHERE.

Opinions, or should I just upload the world and see what you guys can find? We're looking for a site with EVERYTHING:
  • A volcano.
  • A source of flowing surface water (brook/stream/river)
  • Trees
  • GREEN surroundings. ORANGE is okay too. PURPLE is not acceptable.
  • Sand (Sand in Genesis includes such things as silt and loamy sand)
  • Aquifers are on the DO NOT WANT list, but any aquifer near a volcano will NOT be on the same level as said volcano.

Alternatively, I could gen a new world entire, but this is the MOST PERFECT embark I have ever found EVER.

Herley Danika cancels Select Embark Site: Waiting for Input.

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 Post subject: Re: Dwarf Fortress: Skyrates Succession
PostPosted: Thu Oct 14, 2010 11:37 pm 
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I'd be interested in this as well.


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 Post subject: Re: Dwarf Fortress: Skyrates Succession
PostPosted: Fri Oct 15, 2010 12:17 pm 

Joined: Thu Jan 29, 2009 7:57 pm
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Not sure why you need a volcano that badly since magma is assured now if you go deep enough, and you can search for a pipe that usually leads up to the cave layer - which only usually has a few relatively harmless creatures in it that a half-decent military can probably tackle. Unless something goes terribly wrong with worldgen, lignite and bituminous coal should be so plentiful that all you need is a bit of burnt wood to kickstart coke production to cover for production of metal objects in the meantime.

If you upload it I can probably find a more reasonable flux-bearing, aquiferless site. Hunting for volcanos in good spots, unless you massively cranked up the minimum volcano count, is like trying to find a needle in a haystack. You're better off searching for magma pipes if you can, though they don't usually come up to near the surface any more.

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 Post subject: Re: Dwarf Fortress: Skyrates Succession
PostPosted: Fri Oct 15, 2010 1:03 pm 
Flirt

Joined: Sun Nov 22, 2009 12:01 am
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Faction: Azure League

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I did up the volcano amount to max, that being 200. The worldgen is included in this post, but make sure you use Genesis 31.16, or it'll be wonky.

Code:
Created in DF v0.31.16.

[WORLD_GEN]
   [TITLE:SKYRATES]
   [SEED:1416530395]
   [HISTORY_SEED:1631356900]
   [NAME_SEED:1515881810]
   [CREATURE_SEED:668950042]
   [DIM:257:257]
   [EMBARK_POINTS:5000]
   [END_YEAR:500]
   [BEAST_END_YEAR:300:80]
   [REVEAL_ALL_HISTORY:1]
   [CULL_HISTORICAL_FIGURES:0]
   [ELEVATION:1:400:800:800]
   [RAINFALL:0:100:400:400]
   [TEMPERATURE:25:75:400:400]
   [DRAINAGE:0:100:400:400]
   [VOLCANISM:0:100:400:400]
   [SAVAGERY:0:100:400:400]
   [ELEVATION_FREQUENCY:1:1:1:1:1:1]
   [RAIN_FREQUENCY:1:1:1:1:1:1]
   [DRAINAGE_FREQUENCY:1:1:1:1:1:1]
   [TEMPERATURE_FREQUENCY:1:1:1:1:1:1]
   [SAVAGERY_FREQUENCY:1:1:1:1:1:1]
   [VOLCANISM_FREQUENCY:1:1:1:1:1:1]
   [MEGABEAST_CAP:75]
   [SEMIMEGABEAST_CAP:150]
   [TITAN_NUMBER:60]
   [TITAN_ATTACK_TRIGGER:75:0:100000]
   [DEMON_NUMBER:40]
   [GOOD_SQ_COUNTS:100:1000:2000]
   [EVIL_SQ_COUNTS:100:1000:2000]
   [PEAK_NUMBER_MIN:50]
   [PARTIAL_OCEAN_EDGE_MIN:2]
   [COMPLETE_OCEAN_EDGE_MIN:0]
   [VOLCANO_MIN:200]
   [REGION_COUNTS:SWAMP:1032:7:6]
   [REGION_COUNTS:DESERT:1032:7:6]
   [REGION_COUNTS:FOREST:4128:13:12]
   [REGION_COUNTS:MOUNTAINS:8256:9:9]
   [REGION_COUNTS:OCEAN:8256:7:6]
   [REGION_COUNTS:GLACIER:0:0:0]
   [REGION_COUNTS:TUNDRA:0:0:0]
   [REGION_COUNTS:GRASSLAND:8256:13:12]
   [REGION_COUNTS:HILLS:8256:13:12]
   [EROSION_CYCLE_COUNT:250]
   [RIVER_MINS:400:400]
   [PERIODICALLY_ERODE_EXTREMES:1]
   [OROGRAPHIC_PRECIPITATION:1]
   [SUBREGION_MAX:2750]
   [CAVERN_LAYER_COUNT:3]
   [CAVERN_LAYER_OPENNESS_MIN:15]
   [CAVERN_LAYER_OPENNESS_MAX:100]
   [CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]
   [CAVERN_LAYER_PASSAGE_DENSITY_MAX:75]
   [CAVERN_LAYER_WATER_MIN:10]
   [CAVERN_LAYER_WATER_MAX:85]
   [HAVE_BOTTOM_LAYER_1:1]
   [HAVE_BOTTOM_LAYER_2:1]
   [LEVELS_ABOVE_GROUND:25]
   [LEVELS_ABOVE_LAYER_1:5]
   [LEVELS_ABOVE_LAYER_2:1]
   [LEVELS_ABOVE_LAYER_3:1]
   [LEVELS_ABOVE_LAYER_4:1]
   [LEVELS_ABOVE_LAYER_5:2]
   [LEVELS_AT_BOTTOM:1]
   [CAVE_MIN_SIZE:5]
   [CAVE_MAX_SIZE:25]
   [MOUNTAIN_CAVE_MIN:100]
   [NON_MOUNTAIN_CAVE_MIN:200]
   [ALL_CAVES_VISIBLE:1]
   [SHOW_EMBARK_TUNNEL:2]
   [TOTAL_CIV_NUMBER:45]
   [TOTAL_CIV_POPULATION:15000]
   [SITE_CAP:1000]
   [PLAYABLE_CIVILIZATION_REQUIRED:1]
   [ELEVATION_RANGES:8256:16512:8256]
   [RAIN_RANGES:8256:16512:8256]
   [DRAINAGE_RANGES:8256:16512:8256]
   [SAVAGERY_RANGES:8256:16512:8256]
   [VOLCANISM_RANGES:8256:16512:8256]


If the [spoiler] tag worked, I'd use it. The point of having the volcano is that it allows us to save quite a bit of time, since we won't have to build a massively huge pump stack. It also allows us to save wood for other things such as bows and beds (though there are stone beds in Genesis), and ash/potash/pearlash/etc.

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 Post subject: Re: Dwarf Fortress: Skyrates Succession
PostPosted: Sat Oct 16, 2010 1:09 pm 

Joined: Sat Jun 13, 2009 5:44 pm
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Herley wrote:
The point of having the volcano is that it allows us to save quite a bit of time, since we won't have to build a massively huge pump stack.

No, no, it's for throwing dissenters and nobles into.
:)
I'll be ready to start Thursday at the latest, as this is a horribly busy time for me. Depends how fast I can get a 2 take-home exams and another midterm plus 2 paper-type homework assignments. :sad:
In the meantime, feel free to find us an ideal spot, starting over as many times as necessary!
Also don't forget we need a kobold civ and elven civ nearby enough so we can "trade" with them once we have an army.


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 Post subject: Re: Dwarf Fortress: Skyrates Succession
PostPosted: Sat Oct 16, 2010 1:30 pm 
Flirt

Joined: Sun Nov 22, 2009 12:01 am
Posts: 470
Faction: Azure League

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Well, that too.

Also, here are the nearby races for the spot I found. Red means at war.

Dwarves
Dusk Elves
Orcs
Demons (Includes goblinoid/kobold races)
Illithids
Sylvan Elves (AKA vanilla DF Elves)
Ezrakim Elves (Desert Elves, not offended by wood products)
Snakemen
Keepers (Humans)
Nords (MOAR Humans)
Werewolves

As you can see, we have plenty of opportunities for fun, Fun, and !!Fun!!.

Which is why I'll be focusing on defenses and such. Once we pick a spot, I'll designate some basic defenses and the central stair, without unpausing, then I'll hand it off to Narua.

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 Post subject: Re: Dwarf Fortress: Skyrates Succession
PostPosted: Mon Oct 18, 2010 8:37 pm 
Flirt

Joined: Sun Nov 22, 2009 12:01 am
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Okay, so we've changed to vanilla DF + Mayday and Glass Forge. First game post is now.

===================================================================================

You have your orders. The king wishes you to build a truly magnificent outpost. The location has been decided and you are already en route, with a large amount of supplies.

You arrive, and Herley, a miner, looks around.

Image

Steep cliffs, lots of snow, some trees a long way down the mountain. Herley suggests that Narua, the current leader, designate some shelters, and fast.

There is a packet in Narua's bag, containing sealed orders from the king, to be opened at a later date, and psychological profiles of the small initial team.

Image
Image
Image
Image
Image
Image
Image

SAVE

OOC: Claim a dwarf if you want him. We've got an unclaimed miner, two unclaimed farmers, and unclaimed mason, and an unclaimed carpenter. Narua, it is your turn. We have a TON of food and other supplies.

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 Post subject: Re: Dwarf Fortress: Skyrates Succession
PostPosted: Tue Oct 19, 2010 1:40 am 
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Dibs on Ushrir!


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 Post subject: Re: Dwarf Fortress: Skyrates Succession
PostPosted: Tue Oct 19, 2010 8:09 am 

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I'll grab the carpenter.


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 Post subject: Re: Dwarf Fortress: Skyrates Succession
PostPosted: Tue Oct 19, 2010 5:22 pm 
Mercenary

Joined: Wed Aug 27, 2008 7:34 pm
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I will be watching this with interest. It's way better then the RP section these days.

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 Post subject: Re: Dwarf Fortress: Skyrates Succession
PostPosted: Tue Oct 19, 2010 5:51 pm 
Field Marshal

Joined: Sun Mar 09, 2008 6:20 pm
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Hell, why not.

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 Post subject: Re: Dwarf Fortress: Skyrates Succession
PostPosted: Tue Oct 19, 2010 11:45 pm 
Flirt

Joined: Sun Nov 22, 2009 12:01 am
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So, two more for a turn?

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 Post subject: Re: Dwarf Fortress: Skyrates Succession
PostPosted: Wed Oct 20, 2010 11:43 am 
Mercenary

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Well if all your fancy tilesets and what-not will run on my Mac, then sure.

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 Post subject: Re: Dwarf Fortress: Skyrates Succession
PostPosted: Wed Oct 20, 2010 10:01 pm 

Joined: Sat Jun 13, 2009 5:44 pm
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Not entirely sure if I have the glass forge stuff installed correctly, but the game's a-runnin'.
Immediately after beginning all of our dogs and cats bled to death, so that's a nice start. Things other than that are progressing rather well and I think I'll be able to set this up well for everyone else so they need not spend time on the little stuff.
I won't say anything else for now and will just save it for my post on this, which may take a few days. Taking pictures and sorting them, writing as I go and then needing to clean everything up will take time. But I have struck the earth!


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 Post subject: Re: Dwarf Fortress: Skyrates Succession
PostPosted: Thu Oct 21, 2010 12:18 am 
Flirt

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All the dogs and cats bled to death?

O.o

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 Post subject: Re: Dwarf Fortress: Skyrates Succession
PostPosted: Thu Oct 21, 2010 3:55 am 
Helpful

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Wow this DF game really is deep to even include a mutant ebola.


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 Post subject: Re: Dwarf Fortress: Skyrates Succession
PostPosted: Thu Oct 21, 2010 7:24 am 

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No, no, I think they actually froze to death but something went horribly awry. Maybe their blood froze and... caused them to explode? It was pretty instantaneous. It was snowy out, and the wiki says if it's freezing animals and even dwarfs can die. So thanks for picking a {static}, cold spot for us. ;P


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