Author Topic: The Community Dwarf Fort Thread  (Read 19933 times)

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Re: The Community Dwarf Fort Thread
« Reply #315 on: November 19, 2016, 02:41:56 pm »
We lasted 8 years. Each of us (apa, dragon, salt) took two turns each, plus caconyms 1 1/2 turns. I took the other half of caconyms half turn when I built the zoo. I think it was caconym who took a half turn.
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Re: The Community Dwarf Fort Thread
« Reply #316 on: November 20, 2016, 05:47:40 am »
https://www.dropbox.com/s/4rd24a0o89i1lal/Utterlymad%20stlayber%20finale.zip?dl=0
Here's the save, packaged along with DF for convenience.
I'm really just a sexy skeleton in a suit.
Fingering techniques are very important
Quote from: Six
Using guns while sober? Sounds like you're a coward.
Yes, little hats for every noodle.
Everyone is forks it seems.
"Everything is fucked forever, and ever, and ever." -Forrest 2016

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Re: The Community Dwarf Fort Thread
« Reply #317 on: November 20, 2016, 12:12:34 pm »
Swiggity swooty. Now...hmm. Now what...

I'm tempted to convert my added monsters from Adventurecraft into a form that'll be compatible with vanilla DF. But that'll just be megabeasts and such, with a few lesser nasties that I don't know will actually invade or not.

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Re: The Community Dwarf Fort Thread
« Reply #318 on: November 20, 2016, 12:33:59 pm »
8 years really isn't too bad. I'm not sure why I thought it was shorter. :S


I'd be interested in some more powerful megabeasts. If there's an easy way to bump the goblins up into like, Urk-hai territory, that would be good too.

The raws seem a titch more complicated than the 40d ones were, so I'm afraid I have no idea how to do that anymore.
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Re: The Community Dwarf Fort Thread
« Reply #319 on: November 20, 2016, 02:51:38 pm »
Hmm. A simple change in body size would make goblins more formidable to a degree, but might be better to make them nastier in more creative ways.

But it means little if you don't embark close enough to goblins. D:

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Re: The Community Dwarf Fort Thread
« Reply #320 on: November 20, 2016, 04:46:50 pm »
I figured we'd apply trapavoid (guessing that's still a thing), and make the same "no just walling the whole place off" rule.
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Re: The Community Dwarf Fort Thread
« Reply #321 on: November 20, 2016, 06:34:08 pm »
Trapavoid is ye olde bog standard.

Maybe could reduce attack triggers for minor megabeasts, and/or give megabeasts trapavoid...

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Re: The Community Dwarf Fort Thread
« Reply #322 on: November 20, 2016, 07:35:35 pm »
Both kinda make sense. I've never had much luck taming captured megabeasts anyway, and I'm pretty sure earlier appearances of minor ones would make stuff interesting without just killing us outright.
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Re: The Community Dwarf Fort Thread
« Reply #323 on: November 20, 2016, 10:02:13 pm »
I think trap avoid would be wasted against kobolds, since they can't build traps.
I'm really just a sexy skeleton in a suit.
Fingering techniques are very important
Quote from: Six
Using guns while sober? Sounds like you're a coward.
Yes, little hats for every noodle.
Everyone is forks it seems.
"Everything is fucked forever, and ever, and ever." -Forrest 2016

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Re: The Community Dwarf Fort Thread
« Reply #324 on: November 20, 2016, 10:31:42 pm »
Oh, I was meaning in lightly modded vanilla. Unless you guys wanna give KK or the one Salt had initially mentioned a go instead.
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Re: The Community Dwarf Fort Thread
« Reply #325 on: November 22, 2016, 02:56:21 pm »
Yeah, I was suggesting that giving megabeasts trap-avoid would be good for conventional dorfs.

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Re: The Community Dwarf Fort Thread
« Reply #326 on: November 22, 2016, 03:16:59 pm »
So, tentative setup:

1. Bigger goblins, with trapavoid.

2. Megabeasts get trapavoid.

3. Lower attack triggers for megabeasts.

Yes?

Location-wise, what do ya think? I'd be down for challenging but not instadeath, personally. Maybe desert?
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Re: The Community Dwarf Fort Thread
« Reply #327 on: November 22, 2016, 03:35:07 pm »
Bigger goblins definitely, maybe trapavoid but unsure.

Earlier triggers for semi-megabeasts, maybe slightly for megabeasts.

And definitely trapavoid for megabeasts, maybe even megabeasts.

Now, to figure out whether or not to convert my Adventurecraft nasties to a vanilla format... o3o

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Re: The Community Dwarf Fort Thread
« Reply #328 on: November 22, 2016, 03:49:21 pm »
I vote for whatever can happen relatively fast, while I still have some momentum to get this going again.
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Re: The Community Dwarf Fort Thread
« Reply #329 on: November 22, 2016, 04:03:50 pm »
Mucking about with it right now.

 

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