Author Topic: The Community Dwarf Fort Thread  (Read 6936 times)

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Chaosvolt

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Re: The Community Dwarf Fort Thread
« Reply #30 on: August 13, 2016, 11:04:10 am »
Guess I could. Tempting at least. I'm guessing we'll use the current 43.05 version? If 43.06 comes out while we're running a fort, I'll presumably confirm whether the fort can be played in the next version.

EDIT:

Just to idiotproof things, using the version I have uploaded on DFFD, even though I keep the files themselves here on the desktop. :V

And now to fix my init settings, then gen a world. I'm gonna hope that saves are compatible between 32 and 64 bit versions of DF, or I will be saddragon.

Reminders to self: Only commit a Wrex if everyone else demands it, can't rely on walling the enemy outside as a primary tactic, do a year. That last bit shall be easier than Drunk Fortress at least.

As for embark, I suppose arid is a good choice. Glacier is...potentially painful, but less so than dwarves that are dependent on soil. This might be a rare instance where an aquifer is useful, if an arid region with a stream isn't an option. But I've also had bad luck with invaders, so being closer to potential hostiles will add to the fun (and Fun) too. So many things to look for.

There is an evil glacier, bordering a brook and tundra, and very close to some goblins. Why. Apathetic did say glacier, but I have no idea how Fun the evil will be. There's also a savanna that's hot, sparse trees, brook but no aquifer, and reasonably close to dwarves. Wat do. D:

Turn post will go here unless advice or other replies ensue.

EDIT 2: Glacier will likely be more painful due to how useful fishing and a water source are to bolds.

Doing a preliminary stab at the savanna to see how survivable it is. Now for the all-important step, assigning skills. Dorfing (bolding?) will ensue eventually, based on whether any of you has a request regarding what sort of bold to become.

So far have a miner/mason, a woodcutter/carpenter, a general crafter of various things, a butcher/tanner/cook, a fisherkobold, a fish cleaner (playing as carnivores makes fishing useful for once), and a military bold in case we get early fun.

Screenshot:
Spoiler (hover to show)

I'm also still irked that raw-defined brew reactions don't allow you to embark or buy the end product. So no embarking with mead for dwarves, and no embarking with kefir for kobolds.

Screenshot:
Spoiler (hover to show)

One of these days, I want to use that dipscript editor to make this more koboldy. But since I can't use it to edit the "greetings from the mountainhomes" trade message, it isn't worth the effort.

So, amazingly there are no horrid monsters awaiting us at the very start, and the area looks survivable, if a bit arid. Quickly setting up that fishing area, and the start of digging in.
« Last Edit: August 13, 2016, 04:19:24 pm by Random_Dragon »

 

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