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Author Topic: Deathgame - A Very Insignificant Fort - LNP 42.06  (Read 71825 times)

Fleeting Frames

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Re: Deathgame - A Dying Succession Fort With a Twist - LNP 42.06
« Reply #210 on: November 14, 2016, 12:03:20 am »

- You assigned somebody as barkeep or performer?

That's....Going to result in drownings, yeah.

That said, the goblins aren't in range iirc, so it will just result in less visitors. "Don't go to Deathgame, you'll die." they'll say. 

Or apparently not :)

- Olon....Seems like they got in the way of sparring, maybe? Hard to tell without location.

- Does Gorbeaquov have a morningstar? If so, adopt it by dumping. Good weapon.

- The reason Tongs had leather/bone instead of steel was due their lack of armor user skill - single stack of copper bolts, already weighting more than a set, already slows them down visibly.

How are their other skills, though? Nicely training, they are.

- Yay for throne. Another baiter. Datan wasn't military, but I guess this is a neat bait nevertheless.

Speaking of which, coffin, throne...How's population?

And Ast ascending to baron, in 120 and 447. Had to doublecheck the name was different.

- Wall of the archery range is becoming an interesting history piece.
 
Though I'll note that dwarves can't see engravings, only built furniture >_> (And, well, things they're holding.)

It's the underground adaption, I guess.

- Mass stairs look weird with that tileset. Ah well, no trees growing there :)

Gratz on finishing. Good updates.

As for hiatus, looks like it :( - I am currently taking a turn at Succession world, so busy on that.

HMetal2001

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Re: Deathgame - A Dying Succession Fort With a Twist - LNP 42.06
« Reply #211 on: November 16, 2016, 02:25:52 pm »

So I have two proposals to make:

1) Should I report on the World's events
2) Use this randomizer utility for picking the next overseer?
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ringringlingling

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Re: Deathgame - A Dying Succession Fort With a Twist - LNP 42.06
« Reply #212 on: November 16, 2016, 05:05:59 pm »

Are you still accepting new overseers?

I'd like a shot at developing my fiction writing skills.
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ringringlingling

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Re: Deathgame - A Dying Succession Fort With a Twist - LNP 42.06
« Reply #213 on: November 16, 2016, 08:29:04 pm »

Nevermind, I'm useless without the Starter Pack.
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Re: Deathgame - A Dying Succession Fort With a Twist - LNP 42.06
« Reply #214 on: November 16, 2016, 10:34:03 pm »

Needs a list for that, HMetal ^^;;

World events is a possibility, feel welcome.
Nevermind, I'm useless without the Starter Pack.
This is intended to be played with starter pack, though. What's the problem?

Succession activity is quite welcome, especially given the alternative :)

HMetal2001

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Re: Deathgame - A Dying Succession Fort With a Twist - LNP 42.06
« Reply #215 on: November 17, 2016, 12:21:54 am »

Nevermind, I'm useless without the Starter Pack.

This fort NEEDS the starter pack.

Congratz. You're in, ringlingling
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ringringlingling

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Re: Deathgame - A Dying Succession Fort With a Twist - LNP 42.06
« Reply #216 on: November 17, 2016, 08:04:45 pm »

Alright, lets get started
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ringringlingling

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Re: Deathgame - A Dying Succession Fort With a Twist - LNP 42.06
« Reply #217 on: November 17, 2016, 08:48:39 pm »

GOOD LORD!!!
What did you guys do?
Why are there all these staircases?
Where are the chairs?
Where are the tables?
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ringringlingling

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Re: Deathgame - A Dying Succession Fort With a Twist - LNP 42.06
« Reply #218 on: November 17, 2016, 10:37:43 pm »

Yeah...

This fort is an unplayable clusterfuck.  Its obvious that several players cheated and few, if any, gave any thought to the forts design or layout.  I thought maybe I could have a go at trying to fix it, but the FPS is so low and the fort is such a mess that it would be a wasted effort.  This is a lame troll.

PS whoever dug those stairs is a fucking asshole.
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HMetal2001

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Re: Deathgame - A Dying Succession Fort With a Twist - LNP 42.06
« Reply #219 on: November 17, 2016, 11:27:36 pm »

I just added 3 rooms.
What version of DF are you using? The save is in v0.42.06.

« Last Edit: November 17, 2016, 11:32:09 pm by HMetal2001 »
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Fleeting Frames

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Re: Deathgame - A Dying Succession Fort With a Twist - LNP 42.06
« Reply #220 on: November 18, 2016, 02:03:18 pm »

Hm, what cheating do you claim to see?
 
And the current main fort workshop layout is very efficient, raw materials are almost always 1-3 tiles from a workshop.

Sucks to be considered unplayable. Well, new forts are always bit overwhelming, I recall seeing this reaction in other successions too :P When every overseer creates their own area, the mazing corridors can overwhelm.

The chairs and tables are in the main tavern, see with F3 - actually, see all the hotkeys for more information. Looks like you're going in blind?

Sanctume

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Re: Deathgame - A Dying Succession Fort With a Twist - LNP 42.06
« Reply #221 on: November 18, 2016, 02:40:47 pm »

I believe downstairs prevent sapplings to grow into FPS eating trees.

We do have a nice size surface plot dropped down to the stone layers. :)

HMetal2001

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Re: Deathgame - A Dying Succession Fort With a Twist - LNP 42.06
« Reply #222 on: November 18, 2016, 03:34:24 pm »

My brain melted when I opened the save for the first time. Figuratively, of course.

But seriously, whose idea was it to dig out an entrance that goes underground, comes back up to the surface to 4 bridges, which lead to 2 different paths, with one of the paths having an underground pass for fabric stockpile, while leading to a tavern, and the other one to the rest of the fort?
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ringringlingling

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Re: Deathgame - A Dying Succession Fort With a Twist - LNP 42.06
« Reply #223 on: November 18, 2016, 09:01:19 pm »

Sorry, I didn't mean to be an asshole, I was just having a bad day, and thought you had deliberately sabotaged the fort as a prank, and were cheating due to the absurd fort value.  (I forgot that dwarves now go for adamantium first before trying other materials)

Still, I'm at a loss as to how to fix it/contribute.  Playing at 20-25 FPS is too much of a grind for me, personally.  I can maybe try fiddling with it, but I can't promise anything.  (Plus I'm still having trouble loading graphics)
« Last Edit: November 18, 2016, 09:45:01 pm by ringringlingling »
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Re: Deathgame - A Dying Succession Fort With a Twist - LNP 42.06
« Reply #224 on: November 19, 2016, 08:30:51 am »

Hehehe. To be honest, I confused myself like thrice laying out the designations for below-orchard workshop centrals. Efficient, sure, intuitive, sure as hell not.

The entrance dips below ground so as to have a room for the golden defence while still enabling Tongs to train and keep watch above-ground.

Regarding absurd fort value, I guess you didn't read about the most valuable bridge ever?

Contributing...Well, Sanctume dropped the orchard down, so during your turn it will grow up. After that, should floor it over and make it a plant gathering zone/pasture area.

I left in a mechanisms for flooding hell with water and magma to pre-obsidian cast it before uncorking, I don't think HMetal utilized that.

You could retire, dfhack neighbours closers, then unretire and deal with the FBs/clowns moved to the surface, everything dumped out of containers and buildings uprooted and stockpiles needing to be redone. Maybe hauling routes too? Should win back some FPS in the end, though.

You could build your own new mini-fort, like every overseer has done so far. Maybe in the caverns? They have been pretty much unexplored, bricked up and untouched so far.

And yeah, the map is rather large. That contributes. With the insane amount of logs, might try to floor it over. I think it would require something like 23k building materials?
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