Rules Question about Goblin Siege%
6 years ago
Chicago, IL, USA

Hey! I may go for goblin siege % at some point, but wanted to ask for a discussion about rules. As far as I know goblin sieges can't occur until you get 80 pop, which basically means I would just be playing a normal game of Dwarf Fortress for 5 hours or so trying to get my population up. This brings up the question of advanced world gen, since it is technically legal in the rules as I understand them to give yourself 10k embarkation points. Which is kind of a lot, and would honestly make those 5 hours kind of dull bc it would be too easy. If I submit a run where I just use the standard "create world" option, could we have the rules for that category require standard world gen? The 10k points wont make the run that much faster (the wealth requirement for goblin sieges isn't very high), but it would make it duller to me.

Illinois, USA

We could specify standard world gen for sure. We are still working out the kinks on the rules . I'll amend them

knewster likes this
Texas, USA

In advanced world gen, does changing the minimum pop and wealth requirements also change those requirements for a goblin siege? The advanced world gen category could have some interesting strategies if it doesn't make some categories trivial.

I just submitted a couple Fun% runs, and I ended up using the default would gen and default embark loadout because I wasn't sure what's allowed to be used. I can imagine that using saved advanced world parameters (or even just world gen seeds) or embark loadout could have a big impact on run times.

Chicago, IL, USA

I used advanced settings and changed the embarkation kit (prepared carefully) but didn't add embark points. Saving World Gen setting would definitely be an advantage but I am not sure if it's allowed. One other thing is macros, which are part of the game, but would make things like Hell% trivial. My suggestion would be to disallow saving World gen Settings and embark kits (not even sure you can do that), and only allowing macros you set up after the timer starts. I did try a Goblin Siege run, gave up after 6ish hours because I really wanted to take a bio break and the goblins refused to come.

The_Dingos likes this
Texas, USA

I definitely think it's agreeable that saved world parameters and embark kits shouldn't be allowed- even if it kills my most recent run.

For the longer runs (and maybe even shorter run categories too), I can definitely see how some parameters (embark points, Titan attack parameters) could really change things. It makes me feel like categories should be split into the default world gen and the advance world gen- where you just try to push the game to it's limits.

Illinois, USA

if it totally kills the run we could just add an AP category and rule amendment?

thats probably the best idea. i have been meaning to do some rule amendments regarding that since it is a big change for hell% too.

Edited by the author 5 years ago
The_Dingos likes this
Texas, USA

In the AP category, would saving world parameters beforehand be allowed?

Illinois, USA

thats actually a really good question

i dont think having to manually perform the world parameters would add any value, so i think saved would probably be fine

good stuff on the cave-in 45s. my old record was 1 min 30 something with a water death that is likely much slower. cave ins look difficult to do, the chance a dwarf might wander off near the channel area and not get hit seems high.

Edited by the author 5 years ago
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