Author Topic: The Community Dwarf Fort Thread  (Read 6863 times)

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saltmummy626

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Re: The Community Dwarf Fort (Interest) Thread
« Reply #15 on: August 12, 2016, 01:31:42 am »
Glacier is pretty good. The trouble comes not from aquifers or lack of water, but from lack of soil. Glacier lack soil of any kind unless you embark with a bit of actual land as part of the embark area. The last glacial embark I did, I dug out a large room and flooded it. Water does evaporate underground regardless of temp. I drained off the water, let the puddles evaporate, and planted in the resulting mud. I'm actually good with anything too in terms of mods. Kobold kamp, DAII, or vanilla. I know wilson said he was interested, so lets get his input.

heres what DAII does
http://www.bay12forums.com/smf/index.php?topic=143540.0
It's topic is almost always at the top of the "mod releases" section of the modding forum. Personally, I think it's a great mod for dwarf mode. In adventure mode though, it is severely outclassed by wanderers/adventurecraft.

I'm a bit leaning towards Kobold Kamp actually. Never done that before.
« Last Edit: August 12, 2016, 01:33:52 am by saltmummy626 »
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ApatheticExcuse

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Re: The Community Dwarf Fort (Interest) Thread
« Reply #16 on: August 12, 2016, 02:29:21 am »
Righto, so, what's the difficulty of Kobold Kamp vs. vanilla? If we went that route, would we still need a nasty embark or modded villians, or are things already a bit trickier?

Reading over the DAII features, I certainly like the concept of !!DWARFGUNS!! and it looks like something I'll definitely have to play around with in adventure mode too. Besides that though, it seems like KK is a little more of a changeup in fort gameplay - DA appears to add, KK appears to re-do, if that makes sense.

Also, if we go that way (or another significant overhaul type mod), would either of you guys want to go first? I'm pretty sure I'd have no idea what I'm doing in terms of initial setup.


WIILLLLSON! Come die horribly in a fort with us.
« Last Edit: August 12, 2016, 02:34:53 am by ApatheticExcuse »
Gone. Cheers guys.

Perigrin

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Re: The Community Dwarf Fort (Interest) Thread
« Reply #17 on: August 12, 2016, 04:41:56 am »
I might be willing to get in on this if I can find the time. Expect tea and saw blades on everything.
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ApatheticExcuse

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Re: The Community Dwarf Fort (Interest) Thread
« Reply #18 on: August 12, 2016, 02:08:21 pm »
I might be willing to get in on this if I can find the time. Expect tea and saw blades on everything.

Excellent! Thoughts on embark and mods?
Gone. Cheers guys.

Chaosvolt

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Re: The Community Dwarf Fort (Interest) Thread
« Reply #19 on: August 12, 2016, 02:15:44 pm »
Righto, so, what's the difficulty of Kobold Kamp vs. vanilla? If we went that route, would we still need a nasty embark or modded villians, or are things already a bit trickier?

Things are trickier if you jump right into combat with anything available, at least. Kobolds are smol, plus you lack metalsmithing and mechanics. You do gain more options for stone-age weapons and ammo, so finding some obsidian or native copper (or you're indeed 'bold, raw adamantine) will make it easier.

A lack of mechanics cvan at least be worked around, if you know the few things that'll still halt a building destroyer.

ApatheticExcuse

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Re: The Community Dwarf Fort Thread
« Reply #20 on: August 12, 2016, 02:42:11 pm »
Well, I think that sounds like the formation of a plan then, unless Peri weighs in otherwise or has some other suggestions.

Out of interest, did you adjust the breeding rates so that the bolds breed like... bolds?

So: Kobold Kamp Fort!
Mods: Just the above at the moment.
Rules:
1. No killing of the fort for lulz unless agreed on by the majority.
2. No completely blocking off the entrance to the fort as a main defensive tactic.
3. Each turn lasts a year.

Embark:
I'm honestly not great with aquifers in general unless I get lucky and can tunnel through, and think a lack of pumps would make that much more difficult. I don't have any problem going that way, but I'll certainly take a later turn and leave the hard work of getting through that to one of you guys.

Obsidian seems important to our survival. So, personally I'd still dig having a magma pipe.

As with aquifers, heating a glacier to get water might be tough without floodgates and pumps, unless you've re-added aqueducts. Similarly, it sounds like trees might be a little important. I like hard, but I'm not good enough to do "suicidal". I'd lean towards someplace arid (high heat/some trees/dangerous wilds), ideally with sand so that glass can happen.

I'm excited.
Gone. Cheers guys.

Chaosvolt

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Re: The Community Dwarf Fort Thread
« Reply #21 on: August 12, 2016, 03:07:32 pm »
Will be interesting to see. And yeah, kobolds grow up in 2 years instead of 12. They also give live birth, because nest b oxes don't work properly for citizens.

Just in case, will link to the DF forum thread for it. http://www.bay12forums.com/smf/index.php?topic=156989.0

Wheel-Son

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Re: The Community Dwarf Fort Thread
« Reply #22 on: August 12, 2016, 04:13:49 pm »
oh god i don't remember how to dwarf fort

ooooh godddd
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ApatheticExcuse

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Re: The Community Dwarf Fort Thread
« Reply #23 on: August 12, 2016, 04:14:49 pm »
oh god i don't remember how to dwarf fort

ooooh godddd

We're likely kobolding, so I'm sure we're all going to die horribly anyway we'll be just fine.
Gone. Cheers guys.

Chaosvolt

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Re: The Community Dwarf Fort Thread
« Reply #24 on: August 12, 2016, 04:30:39 pm »
That reminds me, glass might also be a problem, given any furnace labor allows the player to smelt. D:

ApatheticExcuse

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Re: The Community Dwarf Fort Thread
« Reply #25 on: August 12, 2016, 04:35:18 pm »
That reminds me, glass might also be a problem, given any furnace labor allows the player to smelt. D:

Aw, no towering glass citadel for me then. Oh well.
Gone. Cheers guys.

Chaosvolt

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Re: The Community Dwarf Fort Thread
« Reply #26 on: August 12, 2016, 04:42:28 pm »
That sounds thoroughly unbold anyway. XP

Perigrin

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Re: The Community Dwarf Fort Thread
« Reply #27 on: August 13, 2016, 02:48:07 am »
That all sounds good to me.
Cutebold Camp goooo.
I do propose that we name it Fluffy Ages though.
Thanks Peri for making me question muh sexualities once again.
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Chaosvolt

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Re: The Community Dwarf Fort Thread
« Reply #28 on: August 13, 2016, 03:03:46 am »
So have we figured out how turns will go?

ApatheticExcuse

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Re: The Community Dwarf Fort Thread
« Reply #29 on: August 13, 2016, 11:01:10 am »
Bolds it is then.

So have we figured out how turns will go?

1 year each turn makes sense to me. I'd leave the order for you guys. IMO, you should maybe go first since you're the only one who (unless I'm mistaken) has any idea how kobolds work.
Gone. Cheers guys.

 

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