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Messages - Anaris

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5746
Other Games / Angnomal Settlement Chronicle, First Entry
« on: March 31, 2011, 12:18:12 AM »
Being an account of the founding of the fortress of Angnomal, rendered into the common speech as "Redstaff", by the group Kon Nokzam, "The Master of Battles," of the Dwarven nation of Dalzatlokum, "The Matched Spears." The expedition's leader and first chronicler was a miner named Zulban 'Anaris' Ducimonol, whose last name can be translated as "Workedmountains."

1 Granite, 1051
The first day of a new year, and we have arrived at the site of our new home.  We don't have a lot of supplies left, but what we have should be enough to last us until we can get a local infrastructure set up.

As we approached the site from the west, along the path from the Mountainhome, I could see the ancient lava tube, all that remains of a much taller volcano, emerging from the eroded cliff face that thrust up from the snow-covered plain. The site chosen is just at the foot of that volcano, with a peak towering high above it to the north, and a spur of rock jutting out of the plain just south of it.

The name the colonization committee informed me they have chosen for this site is "Redstaff", which seems slightly plain to me, given the names they usually assign, but it is their right to assign the names.  We will simply have to ensure that the fortress we build here gains such renown that the name goes down in the Great Record as one of the mightiest of the Matched Spears.

I must make a final survey of the site now, to determine just what the initial layout will be.  I will endeavour to write more once the planning is done and the work has begun.

5747
So far, we're still waiting on ^ban^ and DoctorHarte to pick which starting dwarf they want.  The ones still left unclaimed are:

Kivish Bufutsibrek: Novice Wood Cutter, Competent Carpenter, Novice Wood Crafter, Novice Stone Crafter, Novice Bone Carver
Vabok Rullokum: Novice Mason, Adequate Fish Dissector, Competent Fish Cleaner, Competent Fisherdwarf

I've put those who've picked so far into the initial post.

5748
Dwilight / Re: Barca
« on: March 30, 2011, 02:08:45 AM »
Peasants shouldn't migrate realms, but the fact that monsters won't come from as many directions helps a lot.
Really? Odd.

And stupid.

And wrong.

Peasants have no problem migrating from one realm to another; heck, they don't care who says they own the place.  They just want to make sure they're not going to get starved. Or eaten. Or both.

5749
I'll take -- Zulban Ducimonol, expedition leader: Proficient Miner, Adequate Appraiser, Novice Negotiator, Adequate Judge of Intent-- assuming he hasn't been taken.

Oh; sorry, I was assuming I'd take the expedition leader.  Do you mind?

5750
Other Games / Re: Dwarf Fortress Succession Fort—starting up now!
« on: March 29, 2011, 08:29:38 PM »
Looks good to me.

But what kind of collective planning are you thinking of doing? I don't want too much, um..., "OOC planning", for lack of a better term.

Mostly just some ideas about how to set up the fortress.

Personally, I've never actually planned much of anything about my forts in the past; they've just sort of grown as I became able to do new things, and therefore needed places to put said things.

For this one, I'd say we should dig back into the mountain pretty much straight north from where we are, carving out an initial dorm room, a farm out of the loamy part, and probably some stockpiles a level down; there should be loam under the plains that we can use as easy stockpilage. We've got an anvil, and we've got magma, so we should start making some magma channels under the level we want the main workshops to be on.  Not sure where that should be, precisely.

If you'd all rather I just sort of set things up wherever seems reasonable, I'll be happy to do so; I just thought I'd see if anyone had any better ideas ;)

Oh! One other thing:

Which dwarf does each person want to bear their name?

5751
Other Games / Re: Dwarf Fortress Succession Fort—starting up now!
« on: March 29, 2011, 07:08:26 PM »
I have found a site, and checked it out.

The western part of it is a tree-covered plain, with a stream in the far southwest corner. The cliffs thrust sharply up out of the plain just east of the middle of the embark area, with the highest peak nearly 40 z-levels above the ground. The lava tube's top is 25 levels above the ground.  Our parent civilization, Dalzatlokum, "The Matched Spears," is just a little ways north of us, and they are a mighty dwarven empire.

Everything is frozen now, but it should thaw within the month. 

Here is the embark set I picked (this is one part I'm not that great at, so please excuse the haphazardness of it):
Code: [Select]
Zeneg Tangathkilrud: Proficient Miner, Adequate Building Designer, Novice Potter
Zulban Ducimonol, expedition leader: Proficient Miner, Adequate Appraiser, Novice Negotiator, Adequate Judge of Intent
Kivish Bufutsibrek: Novice Wood Cutter, Competent Carpenter, Novice Wood Crafter, Novice Stone Crafter, Novice Bone Carver
Ducim Nishabod: Competent Marksdwarf, Competent Dodger, Competent Ambusher, Novice Swimmer
Vabok Rullokum: Novice Mason, Adequate Fish Dissector, Competent Fish Cleaner, Competent Fisherdwarf
Adil Inalnish: Novice Wood Cutter, Competent Brewer, Competent Grower, Competent Herbalist
Bembul Saramathel: Adequate Butcher, Adequate Tanner, Novice Wood Crafter, Novice Stone Crafter, Adequate Leatherworker, Adequate Record Keeper

2 copper picks
2 copper battle axes
1 iron anvil
20 dwarven rum
20 dwarven ale
20 dwarven wine
8 plump helmet spawn
3 pig tail seeds
5 sweet pod seeds
5 rock nuts
5 dimple cup spawn
15 prepared deer heart
15 cave lobster
15 plump helmets
3 pig tail thread
2 pig tail cloth
3 pig tail cloth bags
2 pig tail cloth ropes
1 turkey leather quiver
1 chestnut bucket
1 copper crossbow
15 copper bolts
1 female war dog
1 male dog
1 female cat
1 male cat

The name of the fort is Angnomal, "Redstaff."

The name of the group is Kon Nokzam, "The Master of Battles."

Initial images of the embark area:

Full size (Warning: 3456x3456 pixels, very large!):
Z-level -1, showing the locations of the river and pools
Z-level 0, showing the location of the wagon, the volcano, and the mountains

80% Smaller (691x691 pixels):
Z-level -1, showing the locations of the river and pools
Z-level 0, showing the location of the wagon, the volcano, and the mountains

Please make any comments, suggestions, criticisms, or complaints now. 

Once they are out of the way, I'd like to do at least some collective planning of what the fort should look like.

5752
Other Games / Re: Dwarf Fortress Succession Fort
« on: March 29, 2011, 05:39:18 PM »
I have generated a world, with the following modifications to the Large Island template:
  • Greater X and Y variances in temperature, rainfall, and savagery (for more interesting potential biome combinations)
  • Dramatically increased volcanism and occurrence of volcanoes (weighted mesh 2x2, ranges at 4, 8, 16, 32, 64, min volcanoes 50)
  • Cavern openness 75-100, cavern passage density 0-10, for more open caverns
  • 20 z-levels above ground, 10 for each other set level (above layers 1-5 and at bottom)
  • Caves are visible

The world is called Nitharacamade, "The Future Realms", and can be downloaded from here for those interested in poking around on their own.

The full map of it can be seen here.

I am now looking for suitable embark sites, and will report when I have found one with:

  • Magma, ideally a volcano
  • Good ores, that we don't have to dig down past the cavern layers to find
  • Flux
  • A river, and no aquifer

5753
Other Games / Re: Dwarf Fortress Succession Fort
« on: March 28, 2011, 10:24:42 PM »
I doubt that there's anything really important that we're missing. Just go for it. Get us a good save, so we can start picking a site.

Also, I'd hate to bog down the start too much in haggling over initial inventory load outs, and stuff like that. I always just pick the quick embark and go.

Gladly, once Ironhand and DFHack have support for the latest version.

And by that I mean, once I don't wake up in the morning to find another bugfix release waiting for me ;)

It's fantastic that Toady's fixing all these old bugs, but it does mean we should wait for things to stabilize before plunging ahead.

5754
Other Games / Re: Dwarf Fortress Succession Fort
« on: March 28, 2011, 02:58:17 PM »
I agree.  Might want to wait a day or so for things to stabilize before we start, though ;)

So, does anyone have any other changes they want to make to the basic rules?

5755
Feature Requests / Re: Have armies carry food
« on: March 27, 2011, 08:06:52 PM »
Indeed, just as there is now a notification of when and by how much the militia decrease, it would also be good to see how much food is eating by non-citizens (armies). While I do not know how the mechanic works for armies in regions, it would certainly wake up some Lords (and especially Dukes) as to how much food /other/ people are eating.

So a Duke might not want armies to rally in his city. But it saves the knights and lords money to do so, while costing the duke (he buys the food with his cold gold cash!). Strife. Conflict! Realms in revolt! Cities burning!

Okay, so I exaggerate :) But it would add a new dynamic.

Good thought.  I'll try and get that implemented when I have some time.

5756
Other Games / Re: Dwarf Fortress Succession Fort
« on: March 26, 2011, 03:16:18 PM »
Dwarven Economy can't activate in current versions. It has been disabled due the bugginess of it, so no worries there.

I kind of suspected that, but I hadn't read of it specifically, so I wasn't sure.  I just played with it always turned off, because it sounded like a royal pain ;)

Quote
Aquifers can be turned off by removing the Aquifer tags in the save files. I never played with aquifers before, so I have no preference there. They sound annoying, so I've been avoiding them for my first several forts, but that's all.

Yeah, they can be annoying, but there are ways to defeat them.  My preferred method is to make sure that my embark site doesn't have an aquifer in all biomes, and has a fair amount of up-and-down-ness (in other words, various relatively steep slopes or cliffs), which generally means that there will be at least some place where the aquifer can be safely worked around.

Now, for more major business:

Ironhand has released his latest set, compatible with .23 (yes, Toady already released another bugfix update! glee!), so I'm going to start setting up the worldgen parameters when I get a chance. 

This may not be till Monday, since my wife is going away to China for business on Monday, and tomorrow we have someone coming to look at our house, so this weekend will likely be somewhat hectic ;)  I'll see when I can find the time, and report the results.

5757
Other Games / Re: Dwarf Fortress Succession Fort
« on: March 25, 2011, 05:48:19 PM »
The reason that I say 100 is that we need 100 to get all the features of nobles and stuff, but the more dwarves there are, the slower the game is, and thus the harder it is for those without your awesome comp specs to play at a decent speed.  I already find that 60 dwarves is around 60-80 fps, and my laptop is pretty good for today's standards.  Thus, the reason I limit it at 100 is for features, and I'd go lower if it weren't for the features at 100 (king).

Um...60-80 fps is pretty damn good, Foundation.  What do you consider "good fps", 150-200?  :o

Quote
Children... I don't mind them, but they go over the pop limit, which defeats the purpose of having a pop limit.  That's why I prefer to keep children to a minimum unless I set a really really low pop limit to turn off immigration.

Well, this does keep children to a minimum...6-10 babies and children combined in a fort of 160 (which we will not reach, assuming the pop limit is not still bugged) is hardly an overabundance of youngsters.

Quote
Um... there *are* underground lakes, eh?  I mean, water is not just on the surface or in aquifers.  I distinctly remember building wells far below to underground lakes.

Yes, but they take some time to get to if you try to actually get a fort up and running before you go breach them...

And how would you like a giant flying earwig forgotten beast (beware its poisonous gases!) to fly up your well shaft right into the middle of your hospital or meeting area and start slaughtering your dwarves?

5758
Other Games / Re: Dwarf Fortress Succession Fort
« on: March 25, 2011, 03:12:24 PM »
Umm... No aquifers, no economy, do you guys want to limit dwarf numbers to 100?  That way we'll get all the features and not so much lag. (due to migrations we'll probably go slightly over 100)

No economy—check. It sounds incredibly annoying, even aside from its extreme bugginess.

No aquifers—well, so long as we can find a site with a good river. But that's an embark thing, not an init option.

Dwarf limits—I would say more like 120, 140, if you want to move it down from 200.  My most recent fort (which has, alas, hit an extremely annoying crash) has over 150, and I still frequently need more labour to get things done fast ;)

Quote
Children... change to 5/10% since they... lag if you have lots married and they go over pop limit.  Um.... anything else?  I'll post more if I think of them.  Weather?  Does anyone care if muddy pools are filled?  I don't really if we embark on soil, and weather slows down the game a little as well.  As long as we have a river we should be fine, right?  If all else fails just build a well. :)

Children I generally set at 20/20%, which, thus far, has led to me having 3 children and 3-5 babies (I forget exactly) in the aforementioned 160-dwarf fort.

I think each of us should be free to turn weather on and off as we please; it affects little enough that I think that should be determined by our individual desires for reduced lag.

Um...if you don't have a river, and you don't have an aquifer, what are you going to build a well to?  The cavern lakes??

Quote
So I'm assuming there will be 2 zip files to be shared, one is the initial newb pack that includes DF and all the nice init graphics dinit stuff set already so we can all use the same *if we want to* and if you like something else you can change it yourself.  And the other zip being saves that are passed around.  This way, most players will probably be playing with the same init and stuff, just to make things easier. ;)

I can certainly pack up the game itself, with Ironhand graphics, and our chosen set of init options into a separate zip file to make available to those without a strong preference for something else.

5759
Wiki / Re: Coolest Page You've Come Across?
« on: March 25, 2011, 02:05:53 PM »
http://wiki.battlemaster.org/wiki/High_Tech_Game
That... is one hell of a perspective.

That page has also been around, in one form or another, since the TikiWiki that predates the current Wiki. 

5760
Other Games / Re: Dwarf Fortress Succession Fort
« on: March 25, 2011, 02:03:48 PM »
I'd like to have the init option of REPLACE_ALL for dwarf nicknames

Well, since that's an init option, you can set it for yourself :)

We should decide on some of the game-balance-affecting init and d_init options, though...

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