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Old 09-25-2012, 05:43 PM   Top  -  End  -  #151
Luzahn
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Default Re: GitP Dwarf Fortress Succession Game 4: Dwarves on Patrol

I've had a brewing job constantly running for my year. I'd guess that it was interrupted by a zombie at some point and I forgot to reactivate it. Or they were drinking it before it was stockpiled.

Next player should maybe set up a second brewery, up our production.
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Old 09-25-2012, 08:54 PM   Top  -  End  -  #152
Zargodia
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Thumbs up Re: GitP Dwarf Fortress Succession Game 4: Dwarves on Patrol

i could do a year I've been meaning to play for a while and this is a good excuse - though updates would be slow since i can only play for an hour or so a day except on weekends due to school and having to share this computer

Last edited by Zargodia : 09-25-2012 at 08:56 PM.
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Old 09-25-2012, 08:57 PM   Top  -  End  -  #153
Luzahn
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Default Re: GitP Dwarf Fortress Succession Game 4: Dwarves on Patrol

Shouldn't be a problem, I can't see a round taking more than seven hours.
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Old 09-25-2012, 09:55 PM   Top  -  End  -  #154
Shpadoinkle
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Default Re: GitP Dwarf Fortress Succession Game 4: Dwarves on Patrol

Mine took almost ten hours (EDIT: Most of my first log was written while I looked around with the game paused and took stock of the situation, so really it was closer to nine) but then again my computer, if it were a person, would be a triple amputee. I was getting around 20 FPS, and that's after turning off weather and temperature and shutting down every program I wasn't using.

You don't necessarily have to complete your year, just finish as much as you can.

Last edited by Shpadoinkle : 09-25-2012 at 10:14 PM.
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Old 09-25-2012, 10:12 PM   Top  -  End  -  #155
Zargodia
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Thumbs up Re: GitP Dwarf Fortress Succession Game 4: Dwarves on Patrol

ok then sign me up!
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Old 09-26-2012, 07:26 AM   Top  -  End  -  #156
Luzahn
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Default Re: GitP Dwarf Fortress Succession Game 4: Dwarves on Patrol

By the way did you flip temperature back on, or is that independent of save?
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Old 09-26-2012, 09:58 AM   Top  -  End  -  #157
Shpadoinkle
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Default Re: GitP Dwarf Fortress Succession Game 4: Dwarves on Patrol

That's independent of the save.

Anyway, since Zargodia is the only player available who hasn't had a year yet, he's up.
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Old 09-26-2012, 11:27 AM   Top  -  End  -  #158
Luzahn
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Default Re: GitP Dwarf Fortress Succession Game 4: Dwarves on Patrol

Excellent! I await our tragic fall glorious victory over the zombies/goblins/angry elves and humans/forgotten beasts/demons.
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Old 09-26-2012, 06:17 PM   Top  -  End  -  #159
Zargodia
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Default Re: GitP Dwarf Fortress Succession Game 4: Dwarves on Patrol

ok ill be able to start around 6 (im on my Wii now) first update should be up soon

OK here it is

Spoiler


ok ya i know there are farms somewhere (DT says that the farmers are planting) but cant find them. didn't do anything today except make me militia commander first REAL update tommarow

Last edited by Zargodia : 09-26-2012 at 09:19 PM.
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Old 09-27-2012, 08:41 AM   Top  -  End  -  #160
iyaerP
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Default Re: GitP Dwarf Fortress Succession Game 4: Dwarves on Patrol

Farms are under the ice. Should be F2 to zoom to them I think.
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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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Old 09-27-2012, 12:03 PM   Top  -  End  -  #161
Shpadoinkle
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Default Re: GitP Dwarf Fortress Succession Game 4: Dwarves on Patrol

Those bridges near the main hall are for luring zombies up from the caverns, then smashing them.
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Old 09-27-2012, 09:17 PM   Top  -  End  -  #162
Zargodia
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Exclamation Re: GitP Dwarf Fortress Succession Game 4: Dwarves on Patrol

Gnoman is it okay if i recruit you? because you have the best combat stats

next update!

Spoiler


ya the caravan is dead now so i guess that's just more stuff for when if we retake the surface

Last edited by Zargodia : 09-28-2012 at 10:57 PM.
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Old 09-27-2012, 10:15 PM   Top  -  End  -  #163
Luzahn
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Default Re: GitP Dwarf Fortress Succession Game 4: Dwarves on Patrol

We didn't need that caravan, anyway...
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Old 09-28-2012, 10:59 PM   Top  -  End  -  #164
Zargodia
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Question Re: GitP Dwarf Fortress Succession Game 4: Dwarves on Patrol

for future reference how do i open the entrance for migrants?
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Old 09-28-2012, 11:09 PM   Top  -  End  -  #165
Luzahn
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Default Re: GitP Dwarf Fortress Succession Game 4: Dwarves on Patrol

The series of levers on the left wall of the main hall control the front's bridges.
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Old 09-28-2012, 11:41 PM   Top  -  End  -  #166
Zargodia
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Default Re: GitP Dwarf Fortress Succession Game 4: Dwarves on Patrol

great timing because a minotaur is in the fort and i want to kill it before it gets to where things are

edit:so if somthing dies i just need to dump it and it will be sent to the caverns right?

Last edited by Zargodia : 09-29-2012 at 12:05 AM.
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Old 09-29-2012, 12:16 AM   Top  -  End  -  #167
Luzahn
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Default Re: GitP Dwarf Fortress Succession Game 4: Dwarves on Patrol

Yeah, though if you get an interrupt message pull the bottommost left-side lever twice. If the dwarves get scared by the cave zombies, that'll dump the bridge contents.

Alternatively, put the corpse under a bridge and smash it. Personally I think that's a bit of an exploit, but many would recommend it.
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Old 09-29-2012, 12:28 AM   Top  -  End  -  #168
Zargodia
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frown Re: GitP Dwarf Fortress Succession Game 4: Dwarves on Patrol

Spoiler


Spoiler
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Old 09-29-2012, 12:33 AM   Top  -  End  -  #169
Shpadoinkle
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Default Re: GitP Dwarf Fortress Succession Game 4: Dwarves on Patrol

Fun is to be expected.

Anyway, what do you say, guys? Roll back to the end of my turn or let it go?
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Old 09-29-2012, 09:45 AM   Top  -  End  -  #170
Luzahn
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Default Re: GitP Dwarf Fortress Succession Game 4: Dwarves on Patrol

Well, it's dead. Rollback is in order, unless we want to be sporting and start from scratch?

EDIT: By the way, have you guys seen the development post with trees? They're becoming multitile things. With fruit!
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Old 09-29-2012, 10:19 AM   Top  -  End  -  #171
Schylerwalker
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Default Re: GitP Dwarf Fortress Succession Game 4: Dwarves on Patrol

Fruit trees are indeed exciting.

I say we start a new fort, preferable one where our livestock won't rise up to strangle the life from us. Near a goblin fort or necromancer tower is fine though.
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Old 09-29-2012, 10:37 AM   Top  -  End  -  #172
Shpadoinkle
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Default Re: GitP Dwarf Fortress Succession Game 4: Dwarves on Patrol

Quote:
Originally Posted by Schylerwalker View Post
preferable one where our livestock won't rise up to strangle the life from us.
But, but... where's the Fun in that?!

To be honest, I kind of like the idea of a fort constantly being balanced on the razor's edge of disaster, an all consuming tantrum spiral on one side and a zombie apocalypse on the other.

Last edited by Shpadoinkle : 09-29-2012 at 10:38 AM.
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Old 09-29-2012, 11:18 AM   Top  -  End  -  #173
Luzahn
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Default Re: GitP Dwarf Fortress Succession Game 4: Dwarves on Patrol

Yeah, seconded. Invading stealth neromancers and undead armies should provide a lot of challenge, without the messiness of a constant zombie plague.
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Old 09-29-2012, 12:07 PM   Top  -  End  -  #174
Zargodia
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Default Re: GitP Dwarf Fortress Succession Game 4: Dwarves on Patrol

Quote:
Originally Posted by Shpadoinkle View Post
a fort constantly being balanced on the razor's edge of disaster, an all consuming tantrum spiral on one side and a zombie apocalypse on the other.
ya all that it took was 1 donkey dieing in the dining hall to start it all. personally i think new fort might be a bit more manageable and easier to get off the ground
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Old 09-29-2012, 12:31 PM   Top  -  End  -  #175
Luzahn
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Default Re: GitP Dwarf Fortress Succession Game 4: Dwarves on Patrol

Besides, we lost. Can't go resurrecting forts, otherwise it never ends. Besides, having a succession world sounds interesting.
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Old 09-29-2012, 01:20 PM   Top  -  End  -  #176
Shpadoinkle
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Default Re: GitP Dwarf Fortress Succession Game 4: Dwarves on Patrol

Hmm... Well, if Zargodia would upload his save from after the fort has fallen we can use that world again and see if there's a suitable non-haunted area near a necromancer's tower.
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Old 09-29-2012, 03:03 PM   Top  -  End  -  #177
Leecros
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Default Re: GitP Dwarf Fortress Succession Game 4: Dwarves on Patrol

perhaps a region bordering an evil biome would suffice. It may provide a somewhat safer area while still giving you your evil weather, undead, etc...
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Old 09-29-2012, 05:22 PM   Top  -  End  -  #178
Luzahn
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Default Re: GitP Dwarf Fortress Succession Game 4: Dwarves on Patrol

Eh, I've found towers to be more fun. With partial evil biomes, you end up just building everything outside of it and avoiding the nastiness. A lot of evil biomes end up without undead too. The towers provide a good threat level without being a constant annoyance.
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Old 09-29-2012, 05:45 PM   Top  -  End  -  #179
Zargodia
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Default Re: GitP Dwarf Fortress Succession Game 4: Dwarves on Patrol

Here it is: Save

Last edited by Zargodia : 09-29-2012 at 05:51 PM.
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Old 09-29-2012, 06:13 PM   Top  -  End  -  #180
Shpadoinkle
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Default Re: GitP Dwarf Fortress Succession Game 4: Dwarves on Patrol

Okay. I'll look around and see if I can locate some less hostile (but hopefully still Fun-filled) spots.
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