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Author Topic: Community Mod  (Read 19358 times)

Deon

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Re: Community Mod
« Reply #15 on: June 09, 2012, 02:30:27 am »

I volunteer.
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IamanElfCollaborator

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Re: Community Mod
« Reply #16 on: June 09, 2012, 07:49:44 am »

As do I. It'll give me a chance to test out my modding skills.

jdf318

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Re: Community Mod
« Reply #17 on: June 09, 2012, 09:50:54 am »

Are we allowed to modify vanilla creatures and objects? Or do we have to add things in? Either way I'm in.
« Last Edit: June 09, 2012, 09:52:35 am by jdf318 »
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Person

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Re: Community Mod
« Reply #18 on: June 09, 2012, 11:07:18 am »

You can change as much or as little as you want. Modify, add, do whatever, just tell us what you did. Heck, add yourself in if you want. Also, let us know when you start your turn, or you may be skipped. Is everyone fine with the turn order now?
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IamanElfCollaborator

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Re: Community Mod
« Reply #19 on: June 09, 2012, 12:30:44 pm »

Ok

EmperorJon

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Re: Community Mod
« Reply #20 on: June 09, 2012, 12:43:49 pm »

Put me down. >:D
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I think it's the way towns develop now. In the beginning, people move into a town. Then they start producing tables, which results in more and more tables. Soon tables represent a significant portion of the population, they start lobbying for new laws and regulations, putting people to greater and greater disadvantage...
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EmperorJon

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Re: Community Mod
« Reply #21 on: June 09, 2012, 01:39:00 pm »

I definitely thing once done it should be released to the community with no information about what it contains or anything... >:)
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I think it's the way towns develop now. In the beginning, people move into a town. Then they start producing tables, which results in more and more tables. Soon tables represent a significant portion of the population, they start lobbying for new laws and regulations, putting people to greater and greater disadvantage...
Link for full quote. 'tis mighty funny.

Dunamisdeos

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Re: Community Mod
« Reply #22 on: June 09, 2012, 01:44:22 pm »

I am way in. So no limitations at all? There should be a time limit per person at least. Say, 3 days? A week?
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Putnam

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Re: Community Mod
« Reply #23 on: June 09, 2012, 01:55:08 pm »

3 days is plenty of time for me to whip up a major change to gameplay >_>

Person

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Re: Community Mod
« Reply #24 on: June 09, 2012, 02:16:05 pm »

I'm probably going to say 3 days, but extensions are possible if you think you're almost done and need a bit more time.
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Please don't let textbooks invade Bay12.
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GreatWyrmGold

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Re: Community Mod
« Reply #25 on: June 09, 2012, 04:50:14 pm »

This is an even better idea than the title made it sound! Sign me up, please!

Would you mind PMing me when it's my turn? Maybe the same for everyone else?
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EmperorJon

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Re: Community Mod
« Reply #26 on: June 09, 2012, 04:56:20 pm »

At the risk of some complaints I'm going to say we have a rule that the end product must be playable to a certain degree.
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I think it's the way towns develop now. In the beginning, people move into a town. Then they start producing tables, which results in more and more tables. Soon tables represent a significant portion of the population, they start lobbying for new laws and regulations, putting people to greater and greater disadvantage...
Link for full quote. 'tis mighty funny.

jdf318

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Re: Community Mod
« Reply #27 on: June 09, 2012, 06:34:50 pm »

At the risk of some complaints I'm going to say we have a rule that the end product must be playable to a certain degree.

Define this "Playable" you speak of...
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Jake

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Re: Community Mod
« Reply #28 on: June 09, 2012, 06:55:50 pm »

Does it have to be all original content, or can you add stuff you've already made and posted to DFFD?
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Delioth

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Re: Community Mod
« Reply #29 on: June 09, 2012, 08:14:50 pm »

Sign me up for that #15 spot, I can have a new idea by then.
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