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    Bugbear in the Playground
     
    Shpadoinkle's Avatar

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    Default GitP Dwarf Fortress Succession Game 4: Dwarves on Patrol

    Prior succession games: (1) (2) (3)

    There have been a couple threads lately that have rekindled my interest in starting up a new succession fort.

    The rules to this one are going to take a note from Bronzestabbed, however. Namely:

    - There will not be a set turn order. Instead, when the previous player's turn ends (defined as "one week after it began, or immediately upon posting the latest save"), you'll have 24 hours to post affirming that you'll have enough free time in the following two or three days to dedicate to the fort and completing your year.
    - After 24 hours, I'll randomly select one of the people who have made such posts and notify them that their turn has come up.
    - If, after the selection has been made and the current player has been notified, there is no update or notification of changing conditions that have rendered the player unable to dedicate time to the game within 48 hours, that player is out of this particular game.*
    - Multiple turns are allowed, but only if nobody who hasn't had a turn yet is available.

    *I'd really like for this one to die of something OTHER than people disappearing and/or lack of interest.

    Additionally:
    - No experience is necessary to join the game, but at least knowing the basics is strongly recommended.

    Anyway, for the next 48 hours voting on what kind of place to embark will be open. This is going to be mostly vanilla v.0.34.11- no big mods and no tilesets. Voting ends in 48 hours (Sunday, September 2, 7:30 PM Central, since that's the time zone I'm in.)

    The first year is often not very interesting, so I'd be glad to do the first year myself if nobody else wants to.

    My vote for a place to embark goes for either an evil or haunted arctic volcano.

    EDIT: Player turns:
    iyaerP: (1) (2) (3) (4) (5) (6) End of year 1 save
    Luzahn: (1) (2) (3) (4) End of year 2 save
    Shpadoinkle: (1) (2) (3) (4) (5) (6) (7) (8) (9) End of year 3 save
    Zargodia: (1) (2) (3) BAD END After BAD END Save

    ATTEMPT NUMBER 2:
    Luzahn: (1) (2) End of Year 1 Save.
    Zargodia: (1) (2) (3) (4) (5) (6) Fort abandoned. End of Year 2 Save

    ATTEMPT NUMBER 3:
    Wookietank: (1) (2) (3) End of Year 1 Save

    NOTE: At around this point I became unavailable to organize the thread, so I have resigned and Luzahn has taken over that duty. I WILL try to keep this post updated with links to player turns for easy reference, however.

    Luzahn: (1) (2) (3) Save
    Wookietank: (1) (2) (3) BAD END After BAD END save

    ATTEMPT NUMBER 4:
    kpenguin: (1) (2) (3) End of year 1 save
    Tectonic Robot: (1) (2) End of year 2 save
    Grif: (1) (2) (3) End of year 3 save
    Zar Peter: (1) (2) (3) End of year 4 save
    Gnoman: (1) (2) End of year 5 save
    Luzahn: (1) (2) (3) (4) (5 (sort of)) Fort has fallen. Save

    ATTEMPT NUMBER 5:
    Gnoman: (1) (2) (3) End of year 1 save
    Wookieetank: (1) End of year 2 save
    kpenguin: (1) End of year 3 Save
    Grytorm: (1) End of Year 4 Save
    iyaerP: (1) (2 (false due to crash)) (2 (true)) End of Year 5 Save
    Grif: (1) (2) End of Year 5 Save
    Luzahn: (1) (2) (3) (4) End of Year 6 Save
    Shpadoinkle: (1) (2) (3) (4) (5) (6) (7) (8) (9) End of Year 7 save
    Grif: (1) (2) (3) (4) End of Year 8 Save
    Last edited by Shpadoinkle; 2013-01-15 at 02:21 PM.

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    Bugbear in the Playground
     
    BlueKnightGuy

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    Default Re: GitP Dwarf Fortress Succession Game 4: Dwarves on Patrol

    Quote Originally Posted by Shpadoinkle View Post
    The first year is often not very interesting, so I'd be glad to do the first year myself if nobody else wants to.

    My vote for a place to embark goes for either an evil or haunted arctic volcano.

    The first year in an evil biome is always Interesting. The last time i did a game in an evil biome, i embarked and started digging. A skeleton Cougar(or Cheetah?) anyways, a Skeleton Big Cat, came over and ripped off one of my dwarves legs. He then crawled to the river where he fell in and drowned.

    Either way, i won't be participating, but i will be watching.


    I'm watching you! o_q


    Edit 1:If i had to vote, i would say an Evil Desert that's relatively flat and some sort of stream(you need something nice working in your favor)

    Edit 2: If non-participants can vote

    Edit 3: Still Watching p_q
    Last edited by Leecros; 2012-08-31 at 07:44 PM.
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    Luzahn's Avatar

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    Default Re: GitP Dwarf Fortress Succession Game 4: Dwarves on Patrol

    I'm in. Evil would be nice, ensures that the game will end at some point. Also proximity to a Necromancer Tower would be good, but isn't strictly necessary if we settle in evil. One of those is needed for challenge though.

    Ideally, we'd also want both shallow and deep metal. And if we're lucky enough to find all of these features in multiple places, High savagery.

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    SamuraiGuy

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    Default Re: GitP Dwarf Fortress Succession Game 4: Dwarves on Patrol

    I am oh so certainly down.

    My vote is for cursed mountains!

    However, Haunted territories make me really nervous, as fiendish murks have a propensity for wrecking your [redacted].
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    Default Re: GitP Dwarf Fortress Succession Game 4: Dwarves on Patrol

    I'm in as well.

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    Default Re: GitP Dwarf Fortress Succession Game 4: Dwarves on Patrol

    In the interests of the land being as inhospitable as possible, let's go for cold if we can as well. With any luck invading goblins will simply be murdered before they get to our doors.

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    Shpadoinkle's Avatar

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    Default Re: GitP Dwarf Fortress Succession Game 4: Dwarves on Patrol

    Just a reminder: 23 hours left until voting for an embark site ends. Once it ends then I'll select one of the available players at random (via random.org.) I'll generate worlds until I find a suitable site, then I'll upload it and PM the player. Embark size is going to be the standard 4x4.

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    BlueKnightGuy

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    Default Re: GitP Dwarf Fortress Succession Game 4: Dwarves on Patrol

    Quote Originally Posted by Luzahn View Post
    In the interests of the land being as inhospitable as possible, let's go for cold if we can as well. With any luck invading goblins will simply be murdered before they get to our doors.
    why not take the extra mile and go for Freezing?
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    teleporting Hyper Nixon solves problems with Patriotism.

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    Default Re: GitP Dwarf Fortress Succession Game 4: Dwarves on Patrol

    Damn. I'm interested, but my schedule does not permit me to take a turn now.

    So yes, go go go guys.

    I'd vote for Freezing as well, if my vote still counts.
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    Luzahn's Avatar

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    Default Re: GitP Dwarf Fortress Succession Game 4: Dwarves on Patrol

    I love freezing. If we settle on a glacier, we can actually build our fort into carved ice.

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    SamuraiGuy

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    Default Re: GitP Dwarf Fortress Succession Game 4: Dwarves on Patrol

    Still in. Freezing sounds interesting...but my vote is for a Haunted Mountain Valley.
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    Causing Hideous laughter is an Extraordinary ability of 20th level monks.

    At least, it should be.
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    Default Re: GitP Dwarf Fortress Succession Game 4: Dwarves on Patrol

    Quote Originally Posted by Schylerwalker View Post
    Still in. Freezing sounds interesting...but my vote is for a Haunted Mountain Valley.
    Why not both?

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    Default Re: GitP Dwarf Fortress Succession Game 4: Dwarves on Patrol

    Okay, voting for an embark site is now officially over. The consensus is a freezing, evil area. I'm going to spend a few hours, probably, generating worlds and locating a matching site (a nearby necromancer tower would be ideal, but is not required.)

    In addition to the two new hostile civs, I'm going to be using this patched version of the game which gets rid of some of the more annoying bugs. I suggest the rest of the players use it as well.

    The region folder should be up soon, at which point I'll also be selecting the first player.

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    Default Re: GitP Dwarf Fortress Succession Game 4: Dwarves on Patrol

    There are two new civilizations, as promised- broglins, and zorvins, which are literally just goblins with different names. So instead of one ambush/seige per season, we may get as many as three. For Fun.

    The region folder is here, and random.org says the first player is... Gnoman. (Players are assigned numbers based on the order in which they posted, so I was 1, Luzahn was 2, Schylerwalker was3, and Gnoman was 4.)

    The embark site is here (picture.)
    Last edited by Shpadoinkle; 2012-09-15 at 03:53 AM.

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    Default Re: GitP Dwarf Fortress Succession Game 4: Dwarves on Patrol

    Quote Originally Posted by Shpadoinkle View Post
    There are two new civilizations, as promised- broglins, and zorvins, which are literally just goblins with different names. So instead of one ambush/seige per season, we may get as many as three. For Fun.

    The region folder is here, and random.org says the first player is... Gnorman. (Players are assigned numbers based on the order in which they posted, so I was 1, Luzahn was 2, Schylerwalker was3, and Gnoman was 4.)

    The embark site is here (picture.)
    Hmm...then I suppose that my plan to irritate our allies to the point of war for added fun is inadvisable.

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    DwarfFighterGuy

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    Default Re: GitP Dwarf Fortress Succession Game 4: Dwarves on Patrol

    Count me in.
    Claspedchurches: This is a mudstone dwarven fortress. All craftsdwarfship is of the highest quality. It is encrusted with bauxite, studded with ice, decorated with gold, and adorned with hanging rings of magma. This fortress menaces with spikes of steel, iron, bronze, and silver. On the fortress is an image of an image of cheese in pitchblende.

    On the fortress is an image of a megaweapon in gold, silver, jet, obsidian and adamantine. The goblins are burning.

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    BlueKnightGuy

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    Default Re: GitP Dwarf Fortress Succession Game 4: Dwarves on Patrol

    Quote Originally Posted by Luzahn View Post
    Hmm...then I suppose that my plan to irritate our allies to the point of war for added fun is inadvisable.
    there's no shame in angering the elves...


    Their mounts are more dangerous than they are anyways.
    Last edited by Leecros; 2012-09-03 at 12:21 PM.
    Quote Originally Posted by BRC View Post
    teleporting Hyper Nixon solves problems with Patriotism.

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    Penguin in the Playground Moderator
     
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    Default Re: GitP Dwarf Fortress Succession Game 4: Dwarves on Patrol

    Quote Originally Posted by Leecros View Post
    there's no shame in angering the elves...


    Their mounts are more dangerous than they are anyways.
    They're also more delicious.

    (Personally, I find elven archers to be quite dangerous, with the armor piercing wooden arrows. Unless that's changed)
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    Default Re: GitP Dwarf Fortress Succession Game 4: Dwarves on Patrol

    Having a little trouble finding the site. Is it supposed to have an aquifer?

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    Default Re: GitP Dwarf Fortress Succession Game 4: Dwarves on Patrol

    Quote Originally Posted by Gnoman View Post
    Having a little trouble finding the site.
    http://www.dumpyourphoto.com/files5/135465/7PmKrU.png

    I'm sorry, but I'm not sure how I can make it any clearer.

    Quote Originally Posted by Gnoman View Post
    Is it supposed to have an aquifer?
    One of the biomes does, yes. There should be two in that 4x4 area.
    Last edited by Shpadoinkle; 2012-09-03 at 03:40 PM.

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    Default Re: GitP Dwarf Fortress Succession Game 4: Dwarves on Patrol

    With the newer versions, the overview map can be different from PC to PC. Thus, I wanted to make sure that the embark you selected was the one I was using.

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    Default Re: GitP Dwarf Fortress Succession Game 4: Dwarves on Patrol

    I've tried eight times, and can't seem to avoid being butchered by the undead within the first month, even when I bring weapons, armor, and trained soldiers.

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    Default Re: GitP Dwarf Fortress Succession Game 4: Dwarves on Patrol

    Dig a hole and block it up until we are strong? Also don't bring any animals, maybe.

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    Default Re: GitP Dwarf Fortress Succession Game 4: Dwarves on Patrol

    Only animals I have are the wagon pullers. Even with two miners, I've yet to be able to get a space big enough to hold the food. I may resort to quantum-dumping it or caveing-in the wagon.

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    Default Re: GitP Dwarf Fortress Succession Game 4: Dwarves on Patrol

    Quote Originally Posted by Gnoman View Post
    Only animals I have are the wagon pullers. Even with two miners, I've yet to be able to get a space big enough to hold the food. I may resort to quantum-dumping it or caveing-in the wagon.
    My usual thing is to bring a few dozen rocks, since they're cheap. First thing I do is set the other five non-miners to Masonry, have someone build a Mason Workshop right next to the wagon and start churning out blocks, and everyone else putting up walls right around the wagon and workshop, with just enough room to build stairs up to a roof and down to safety (and eventually a hatch to block that entrance). I don't bother with weapons; the corpses will get right back up again if the biome is set up that way. Then, either butcher or atom-crush the animals, depending on how confident you are that you can get rid of their skins and hair before they revive and start strangulating your dorfs. I don't bother with weapons; I'm pretty sure the corpses will just get back up again after a brief delay, after all.
    Last edited by Mistral; 2012-09-03 at 07:41 PM.
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    Default Re: GitP Dwarf Fortress Succession Game 4: Dwarves on Patrol

    That works. A massive corpse-pit would seem a bit less of an exploit than atom smashing, if you care about that sort of thing. Once we find lava, the problem can be fixed forever.

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    Default Re: GitP Dwarf Fortress Succession Game 4: Dwarves on Patrol

    Quote Originally Posted by Luzahn View Post
    That works. A massive corpse-pit would seem a bit less of an exploit than atom smashing, if you care about that sort of thing. Once we find lava, the problem can be fixed forever.
    Fun fact: lava does not actually kill reanimated zombies. It'll destroy the bodies if you kill them, but it won't kill the zombies if they're already reanimated. You'll just end up with a bunch of flaming zombies for extra Fun. This is something I learned the hard way, around the same time I learned about magma mist.
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    Barbarian in the Playground
     
    DwarfFighterGuy

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    Default Re: GitP Dwarf Fortress Succession Game 4: Dwarves on Patrol

    Just a bit of advice? Dwarven !!SCIENCE!! has confirmed that blunt weapons like maces and hammers can end skeletons like it is nobody's buisness, where an axe or sword might just chop off an extraneous bone or two.
    Claspedchurches: This is a mudstone dwarven fortress. All craftsdwarfship is of the highest quality. It is encrusted with bauxite, studded with ice, decorated with gold, and adorned with hanging rings of magma. This fortress menaces with spikes of steel, iron, bronze, and silver. On the fortress is an image of an image of cheese in pitchblende.

    On the fortress is an image of a megaweapon in gold, silver, jet, obsidian and adamantine. The goblins are burning.

  29. - Top - End - #29
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    Default Re: GitP Dwarf Fortress Succession Game 4: Dwarves on Patrol

    I'm sure we'd all rather have a game going than the start being too difficult to...start, right?

    If Gnoman's having trouble, we could move to a non-haunted place next to a tower, for a similar but non-immediate threat.

    Savagery helps a lot for early difficulty too. Marauding Badgers/Carp/Elephants will usually take out a starting dwarf.

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    Default Re: GitP Dwarf Fortress Succession Game 4: Dwarves on Patrol

    I'm still working on it, but I seriously question our ability to get migrants and merchants even when I get a start going. To be fair, I tend to avoid Evil biomes (for this exact reason) and am not used to the critical quick-start.

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