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Messages - Anaris

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5761
Other Games / Re: Dwarf Fortress Succession Fort
« on: March 24, 2011, 11:29:46 PM »
Added a tentative initial ordering in the OP.  Please voice any objections to the ordering now :)

Also, a question related to that: Do we want to make ourselves some of the dwarves in the game, or just consider ourselves to be, essentially, NPCs?

If the former, do we want to name the dwarves after ourselves?  If so, we've got our starting 7 now ;)

5762
Other Games / Re: Dwarf Fortress Succession Fort
« on: March 24, 2011, 05:46:50 PM »
From what I've read, if you skip cavern layer 3, you miss out on all the stuff that comes in cavern layer 3, like nether-caps. 

OK, I stand corrected: http://df.magmawiki.com/index.php/Cavern#Vegetation

Quote
Removing a layer will cause the layer above to randomly pick from trees that it could have handled and the layer above can handle

So I guess that if we nixed the third cavern layer, the second would probably contain the nether-caps and blood thorns it was supposed to have.

I still don't see any particular reason to nix the third cavern layer.

5763
Other Games / Re: Dwarf Fortress Succession Fort
« on: March 24, 2011, 05:45:07 PM »
I'm interested.

We need to determine a maximum turn time. I propose one full week.

Actually, I think that's a little short, especially for people who haven't played much before, or have slow computers.  I can probably get a year done in a day (not counting the writing), but I have access to a pretty fast computer, one that still runs DF at perfectly reasonable speeds with over 150 dwarves.

I think that two weeks is a more reasonable timeframe.  It's not like we're in a tearing hurry with this, after all.

5764
Other Games / Re: Dwarf Fortress Succession Fort
« on: March 24, 2011, 05:24:04 PM »
* Extra Z-levels between caverns are good. Do we need all three cavern layers? I understand that you can go down to 2 caverns, and still get everything.

From what I've read, if you skip cavern layer 3, you miss out on all the stuff that comes in cavern layer 3, like nether-caps. 

I will research this and get back to you; however, why do we want to remove cavern layers? If it's there, we can always leave it alone, or open it and then seal it off.

5765
Other Games / Re: Dwarf Fortress Succession Fort
« on: March 24, 2011, 05:09:42 PM »
Initial proposal for worldgen:

  • Start with Large Region as a base
  • Use the Ironhand/Wormslayer graphics set (includes non-default raws, which is why I'm mentioning it here...)
  • Increase volcanism, so we have a higher chance of getting a good site with a volcano
  • Dramatically decrease mineral scarcity, so that we don't have to limp along with a site with nothing but galena until we get to 5 z-levels above the magma sea
  • Increase the number of z-levels between, above, and below cavern layers, to give a little more space to build grand things in.  And (in the case of the lowest one) to increase the potential for extra adamantine...

Any other ideas are welcome.

5766
Other Games / Re: Dwarf Fortress
« on: March 24, 2011, 05:05:43 PM »
Well, 0.31.22 is released.  Everyone go pick it up!

I guess this means it's time to really set the rules and format for our succession fort.

I'm going to start a new thread for that; this thread can be left as a general DF discussion thread.

You can find the new thread here: http://forum.battlemaster.org/index.php/topic,273.new.html

5767
Other Games / Dwarf Fortress Succession Fort—Angnomal, "Redstaff"
« on: March 24, 2011, 05:05:21 PM »
OK, so this is going to be the thread for at least the initial setup of our DF succession game.

I'll lay out what seems reasonable to me, and we can haggle till we can all agree on something ;)

  • Each "turn" will be one year, spring to spring.
  • Those wishing to sign up should make themselves known on this thread ASAP. Unless there is strong objection to it, I would like to be the one to start off the fort.
  • Each overseer must write, at minimum, a summary report of what happened during each season.  I will attempt to set the tone for such reports with my initial year, based on my readings of previous succession forts.
  • No intentional sabotage of the fort—that means no "drunken" overseers commanding everyone to do nonsensical things, no suicide charges against a siege (assuming there's any reason to believe the siege can be survived), no induced tantrum spirals, no digging down to unleash Hell in year 3...  Silly stuff is permitted, stuff that is less than efficient but makes IC sense is permitted—basically, just don't be a jerk.  Losing is Fun, but deliberately losing breaks the fun for everyone else.
  • Forks are permitted, if someone really wants to take the fort in a totally different direction from a particular saved game; they just won't be considered "canon."
  • The world is generated, see this post for the parameters used.
  • The initial embark has been chosen based on the group's desired characteristics, and is being vetted.


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

Initial list of overseers:
  • Zulban 'Anaris' Ducimonol, expedition leader
  • Zeneg 'Indirik' Tangathkilrud, miner
  • ^ban^
  • Adil 'Foundation' Inalnish, farmer
  • Bembul 'LGMAlpha' Saramathel, butcher
  • Ducim 'Telrunya' Nishabod, hunter
  • DoctorHarte
  • Iltaran

Unclaimed starting dwarves:
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

If anyone objects to the order, it's open for negotiation.

5768
Dwilight / Re: The Crusade against SA
« on: March 24, 2011, 03:07:18 PM »
;) I didn't say Madina would do anything as a nation to support such a colony atempt....
As we have seen before, a colony can only surivive with lots of funds and constant  military support from atleast one realm for the first month or so.

Pian en Luries, on the other hand, would be happy to help you establish a colony, and support it with its full force, provided you can a) supply enough nobles to populate it without depopulating Pian, and b) swear allegiance to Pian en Luries as a member of the Lurian Empire  ;D

5769
BM General Discussion / Re: Religions
« on: March 24, 2011, 01:39:29 PM »
That has been done. However the separate databases is what causes a priest to have to change class to emigrate, even if the religion has "spread" to the island they wish to travel to.

That's correct, and it's not going to change.

There is no way to link religions across continents.

5770
So, what you're telling me is that a level 1 temple is causing 99% conversion rates 5 regions away.... conversion rates that only began after the migration code was implemented?

How on earth is the spread from a small temple that big?

I don't know offhand.

But I guarantee you, 100%, there is no mention of religion in the new migration code.  I just double-checked it, and I'm absolutely certain.

5771
Helpline / Re: Capital secession
« on: March 24, 2011, 01:33:52 PM »
That is correct. The game will never automatically choose a new capital for you. You must do it yourself.

This applies when your capital is taken over or revolts, too.

5772
And are you sure migration doesn't bring religion with it? Because there's no way Triunist temples are causing 99% conversion rates across 5-6 regions of low population full of monsters and undead.

I'm quite sure ;-)

I wrote that code myself, not long ago, and considered trying to model the characteristics of the peasants moving, but decided it was way too much work for the desired effect.

I want to properly model population movement, with all their opinions and attributes, but it'll have to wait until we've got things reorganized quite a bit.

5773
What he means by "fix" is make is so that when peasants migrate, they take their own religion with them.

As for the rogue rurals, I think that they benefit from a military force that prevents the monsters from invading from quite as many directions.

No, what I mean by "fix" is prevent peasants from moving into lawless regions, frequently plagued by monsters, undead, and brigands, with no infrastructure set up to ensure they are properly fed there.

No one with two brain cells to rub together would willingly go into a rogue region to try and live.

5774
Bologna.

Take a look at the spread of Triunism and population patterns in southwestern Dwilight. Peasants emigrate from Terran and D'Hara by the thousands, heading for unsettled lands. It's actually quite a neat RP climate, IMHO.

This is unrelated to religion spread.  That happens not only by migration, but by communication.

If you can demonstrate to me that there is an instance of peasants leaving a region for the open lands nearby, and those open lands being rogue, I will find and fix the bug that allows it.

And yes, it would be better if all this migration stuff were handled together, and a proper model of the characteristics of the peasants who move developed, but there isn't one right now.

5775
BM General Discussion / Re: How did you learn about BattleMaster ?
« on: March 23, 2011, 12:03:22 PM »
I discovered the game by searching through a list of free browser based strategy games. I was trying out ones with interesting descriptions, and most of them were the build a town style. BM stuck out a lot, and is now the only one I still play :D . I have since tried getting a lot of friends to play with two success. One though has stopped after he got busted for having two accounts.

If he's willing to only play one account, he's welcome to come back.

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