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Author Topic: (Active) Kelnimar - Metalpaths  (Read 26556 times)

Girlinhat

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(Active) Kelnimar - Metalpaths
« on: April 05, 2012, 08:34:49 pm »

Kelnimar has begun!  Abandon ye all hope, for here there lie dwarves going at speed.

Embarked upon a peaceful enough flat shrubland with a brook running along the northern side.  4x4 embark, 100 mineral scarcity, single cavern layer, thick layers of stone, and a handful of dwarves who don't know what they're doing.

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    Girlinhat - 1
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« Last Edit: June 08, 2012, 12:58:04 pm by Girlinhat »
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Naryar

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Re: (Applications) Kelnimar - Metalpaths
« Reply #1 on: April 05, 2012, 08:41:26 pm »

Sure, why not ?

Mr Frog

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Re: (Applications) Kelnimar - Metalpaths
« Reply #2 on: April 05, 2012, 08:45:15 pm »

I'll sign up for a turn.

Actually, to confirm, how much detail/narrative-ness (that can be a word, right?) will we be going for on the updates? Like, 'in-character roleplay with all the trappings' or 'so I did this and some !!SCIENCE!! happened and here's some pictures of exploding goblins and the save for the next person'?

Also,

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« Last Edit: April 05, 2012, 08:48:12 pm by Mr Frog »
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Girlinhat

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Re: (Applications) Kelnimar - Metalpaths
« Reply #3 on: April 05, 2012, 08:57:10 pm »

That's a typo, but I'll leave it in for hilarity's sake.

I'm not planning huge RP narrative for this, but rather "doctor's notes" on the growth and experimentation of the fort.  Footnotes about population numbers and the arrival/dismissal of sieges, but not deep trawls of word and wisdom concerning the battles at hand.

Essentially, the mayor has one scroll on which to write the year's summary to send back with the liaison, but has five scrolls to go over the new mechanisms and cart dynamics.

KodKod

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Re: (Applications) Kelnimar - Metalpaths
« Reply #4 on: April 05, 2012, 08:58:47 pm »

PTW.
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Mr Frog

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Re: (Applications) Kelnimar - Metalpaths
« Reply #5 on: April 05, 2012, 09:10:36 pm »

So we just have to make sure that the writeup's readable and concise? Sweet, the odds of me getting nervous and dropping out the second my turn comes around just dropped by 100% :D

Should we get started on brainstorming ideas? 'Cause there won't be much else to do on this front 'till the release comes around in a month/2 months/a year.

I'm currently thinking minecart danger rooms would be awesomely lethal. If dwarves can ride in minecarts as well, there may be potential in launching militiadwarves across gaps as a one-way shortcut to the outside of the fort assuming that it's possible for them to land safely there's only one way to find out, Urist, so get in the damn suicide cart.
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NCommander

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Re: (Applications) Kelnimar - Metalpaths
« Reply #6 on: April 05, 2012, 09:17:13 pm »

I'll sign up for a turn. I've always waned to be part of a succession for and helping  research for !!SCIENCE!!. Some part of me wants to set up siege towers and see if they can hit minecarts as they move (kinda like a target range).

Dwarfish clay pigeons :-).
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Kofthefens

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Re: (Applications) Kelnimar - Metalpaths
« Reply #7 on: April 05, 2012, 09:38:33 pm »

PTW
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Talvieno

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Re: (Applications) Kelnimar - Metalpaths
« Reply #8 on: April 05, 2012, 09:51:00 pm »

I approve wholeheartedly of this succession idea. I'm applying to be one of the lucky few, if you'll accept me. =P
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KoboldWarmonger

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Re: (Applications) Kelnimar - Metalpaths
« Reply #9 on: April 05, 2012, 11:26:15 pm »

We're doomed. I'm in! :D

A dwarf stumbles in, his beard caked with vomit and what appears to be blood. He fits right in, but his presence is still a little odd- none of you recall ever seeing him in the fortress before. He speaks.

"I am intrigued by these.. mine-carts. In my previous fortresses, peasant satisfaction at their jobs is typically very low. A particularly popular dwarf having an unfortunate accident results in a tantrum wave which potentially destroys the fortress... not that I've ever experienced such a thing before. With me as overseer, our peasants will be safe. Yes... very safe."

For some reason, you don't believe him.
« Last Edit: April 05, 2012, 11:38:06 pm by KoboldWarmonger »
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Vanaheimer

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Re: (Applications) Kelnimar - Metalpaths
« Reply #10 on: April 05, 2012, 11:55:15 pm »

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Eric Blank

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Re: (Applications) Kelnimar - Metalpaths
« Reply #11 on: April 06, 2012, 12:06:30 am »

I'd love to participate in a fortress set up for !!SCIENCE!!

I currently can't think of anything to test, though. Perhaps something will come up and not be used before I get a chance to study it.

If not, I can keep the fortress on it's feet and acquire materials for other researchers.
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Mr Frog

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Re: (Applications) Kelnimar - Metalpaths
« Reply #12 on: April 06, 2012, 12:29:16 am »

I currently can't think of anything to test, though. Perhaps something will come up and not be used before I get a chance to study it.

Well, that's really only to be expected. We don't actually know what we're working with here -- all we have are a couple tantalizing devlog quotes and a dash of wishful thinking. Once the version's out and we actually have some hard data, coming up with applications for said data will be much more simple.
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A great human twisted into humanoid form. It has an emaciated appearance and it squirms and fidgets. Beware its bronyism!

Spawn of Holistic, and other mods

My tileset. Because someone asked. (Now with installation instructions!)
I so want your spawn babies

Eric Blank

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Re: (Applications) Kelnimar - Metalpaths
« Reply #13 on: April 06, 2012, 12:38:04 am »

ooh, I've got an question to !!SCIENCE!!: how does a loaded minecart (on rails and off) subjected to a cave-in react in comparison to other items? if it sruvives, as items sometimes do (not from a direct hit I don't think...), then will it maintain it's load, and if so, to what degree?

We also need to test how much protection, if any, they provide to items hauled within, especially when subjected to submersion in lava or water. Such as caged creatures or flammable items. I suspect they will open up a lot of possibilities for the !!SCIENCE!! of !!MATERIALS!! research, wherein materials and containers are subjected to heat in a fortress- or adventur-mode environment, due to the fact that there will be ways to move minecarts into and out of areas affected by magma and flames, whereas dwarves would die in the middle/carrying a burning object and ruining the experiment.
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KoboldWarmonger

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Re: (Applications) Kelnimar - Metalpaths
« Reply #14 on: April 06, 2012, 12:42:26 am »

I too am interested in the transport of caged creatures, though applications are limited since presumably there'll be no way to get stuff out of the cart or open the cages without direct dwarf intervention.
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