Sorry about disappearing again. It’s midterms week, so I was very busy. I agree with Andrew that the fortress is basically unsavable. Maybe the barriers will be built in time, maybe they won’t be, but either way, I’d be surprised if more than 20 of our 160 dwarves survived. Not only that, but with FPS down to 3-4 on my computer, it’ll be several hours before we find out. I’d be all for starting a new game, though, and upgrading to .31.21. Toady’s fixed most of the .31.19 bugs, now, and added a worldgen parameter for mineral scarcity.
The way DF is set up, there’s no way to quit the game without saving, and saves automatically overwrite old ones. This prevents you from reverting to an old save when you screw something up, because losing is FUN! That being said, if you backup the save file to somewhere else before saving, you can load that one and get around the restriction. I usually make backups out of habit, since my system used to have a corrupting saves problem.
Personally, I’d be more in favor of just starting anew than savescumming. I think a “whoops… oh god DEMONS” end is as satisfying as any in DF, and new fortresses are more fun.
In that case, I nominate Silophant to start a new game, since he knows what he’s doing and was the last overseer of the previous fortress. Assuming you have the time, it being midterms week. Please don’t breach the adamantine in the first year.
I say Silophant, along with 6 other survivors, manages to escape and starts a new fortress. Babale, unfortunately, died in the fighting. (I have the perfect way to introduce my heir)
If Silpophant doesn’t want to or is too busy, I can start the new game. My dwarf was actually still alive and in a place where he could reasonably escape at the end of Joinglazed.
I’ll be able to play second or third, but I’m not going to be able to start the game until about Wednesday. So I’d be fine with AndrewL starting. One request, though. Before generating the world, run each language raw file through this tool. It just replaces all the accented characters with unaccented ones, since accented characters tend to break tilesets, especially the one I use.
Woo! I’m totally in favour of starting a new Fort. I was really only in favour of savescumming because I figured the alternative would be the end of the succession gaming. Although, AndrewL, if you want to play to the bitter end of the old fort just for the hardcoreness of it, I think you should document the final days in the main thread.
So… shall we go with version .21? I hear Toady’s fixed the bug that caused geese to lay iron chairs instead of eggs, so I think we’re probably good to go! (also, Dwarf Therapist has been updated, and the super lack of minerals has been rectified)
Also, Staggering Genius, I’m glad someone other than the players have been following along! I knew we’d get someone in.
I’m a lurker that’s been inspired to start playing again. I first tried it before even z-levels, and like everyone else the steep learning curve kept me from playing much at all. This thread has got me playing again. I don’t think I’m ready to participate, but I do want to let you all know that you have another supporter.
It hasn’t been. The current version only fixed bugs introduced with .31.19. Right now, he’s working on stockpile and healthcare bugs. So, yeah, whoever starts should run that mod, although that’s something that can be done on the fly.
The other thing (although arguably it’s a bug fix for .19 too) that’s been added is that you can now vary the abundance of ore and stuff at world gen. I say we go with the default setting (I think it’s called ‘scarce’?) - my understanding is that that results in slightly more resources than .19, but not as many as pre-.19 versions, which is about right. I tried one game on ‘abundant’ and it was kind of excessive - I had vast quantities of tetrahedrite, galena, native gold, native silver, limonite, flux stone, and a few minor ores at an embark site that I didn’t even need to use the find feature for. Although I suppose if it was a site with that kind of metal abundance, but other challenges (freezing, lack of surface water, lack of surface wood, terrifying surrounds, that kind of thing), it might be fun.
Alright, I’ll start the new succession game up this weekend.
I’ll run the accent replacement utility, and the no-exotics mod. I also have a few entity mods I like to install, to add diplomats and caravan guards to elves and trade liaisons to humans.
Dinaroozie, I tried playing out the end of the fortress last night. It was very, very slow - about 4FPS even on a pretty damn kickass gaming machine. And it played out about like you’d expect, demons bursting up the main stairs before anyone could finish the barriers and killing everyone.
I don’t usually run with any tile sets. Is that going to be a problem?
Shouldn’t be. Last game, I just swapped out the raws for the Ironhand modified ones, then swapped the vanilla ones back in before I uploaded. This time, I’ll just have to be sure to run the same mods we used on the Ironhand set. No problem.
I’ve definitely been following along, and trying my own hand at the game (as you can tell from my questions in the thread). I’ve been tending to get hung up at a certain level of complexity, though, well before anything FUN happens to my fortress.
I’d love to participate in the next succession game. I’ve been enjoying .19+ (chickens make great pets, it appears) and I’m sure the next fortress will be even more fun (for every connotation of that word).
Tom Scud: If you’re running DF from Windows (or Linux, I think, but not MacOS)… have you tried a program called Dwarf Therapist? It makes organising dwarf job assignments much less painful. My patience tends to crap out when my population hits about thirty or forty unless I’m using Dwarf Therapist.
Autolycus: Not to go all off-topic on you, but I was glad to hear that you’re okay in light of the recent events in Japan.