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Author Topic: ☼34.11 Warlock Fort?☼  (Read 389 times)

Nerdling_S

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☼34.11 Warlock Fort?☼
« on: December 18, 2017, 03:06:51 am »

Would anyone be eager to see a Masterwork 34.11 Warlock playthrough?
I will have all invaders turned on, but no fortress defence stuff. Iím not that good at masterwork. But I think I can make a fort that wonít spiral into chaos until about the fourth or fifth year. Even then it'll probably keep going in it's wonderful chaosity.
So, what do you say? Ready to embark on a quest of evil to CONTROL THE WORLD? 'Cause I sure am!  ;)

It'll be 34.11 because they still havenít included warlocks in the latest version. :(
If a few people want to see this, I'll go right ahead.
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MottledPetrel

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Re: ☼34.11 Warlock Fort?☼
« Reply #1 on: December 18, 2017, 06:25:13 am »

Awww come one, being curb stomped by the fortress defense civs is what makes masterwork fun! Either way, I'd like to see it, please explain more about this Evil Quest to Control the World.
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Got any spare, broken (or actually working) RAWs? Come drop them off at Modded Hell and we'll try to patch them in poorly with all the other eclectic mods we have. After all, confliction is what we do best.

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Nerdling_S

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Re: ☼34.11 Warlock Fort?☼
« Reply #2 on: December 18, 2017, 06:49:19 am »

I've never tried fortress defence, but there are so many different armies. I might consider playing with some, which would you recommend? I'm also considering making it a succession, if so who would be stupid brave enough to take control of our puny soldiers mighty armies.
As for CONTROLLING THE WORLD:
We shall defeat all invading armies, and make their civilizations cower before us. They will fear to whisper our names!
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Meph

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Re: ☼34.11 Warlock Fort?☼
« Reply #3 on: December 18, 2017, 07:47:05 am »

Quote
It'll be 34.11 because they still havenít included warlocks in the latest version. :(
Just so you know, they never will. They rely on mechanics that do not work in the newer DF versions, mostly the AI for using interactions as well as dfhack scripts that simply don't exist for newer dfhack versions.
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Nerdling_S

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Re: ☼34.11 Warlock Fort?☼
« Reply #4 on: December 18, 2017, 08:57:31 am »

Quote
Just so you know, they never will.
I'm sorry to here that. :( I was really looking forward to it. Oh well, guess it's 34.11 for me from now on.
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MottledPetrel

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Re: ☼34.11 Warlock Fort?☼
« Reply #5 on: December 18, 2017, 04:10:02 pm »

My recommendation would always be to add all of them, but if you aren't looking to wallow in the blood and viscera of your friends and family then I'd recommend the feric elves and the greater badgermen. They are both good invaders, but are civilized enough to come as mercenaries and just generally not try to kill everything on sight. I would recommend against the giant fiend spiders, purely because they are building destroyers. When they come to visit as a mercenary or something they just walk around knocking everything down and you can't do anything about it because they're visitors. I once had a fort that had statues in every hall (and it was a huge fort so it took up most of the map at the surface and then a lot at each of the cave layers) and one fiend spider mercenary systematically tore down every last statue. I was then never actually attacked by the civ. Fiend spiders are just not worth the effort.
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Got any spare, broken (or actually working) RAWs? Come drop them off at Modded Hell and we'll try to patch them in poorly with all the other eclectic mods we have. After all, confliction is what we do best.

My Mods: Fungus Expansion