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Author Topic: Iggalfamthut "Traphorses", a community game without forges.  (Read 52441 times)

bloop_bleep

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Re: Iggalfamthut "Traphorses", a community game without forges.
« Reply #360 on: October 20, 2017, 12:36:56 am »

Silly bloop_bleep*. You need to build a floor on top of the downstair, then build the door, then remove the floor. You can't go straight on top of downstair!

Though, doors on top of downstairs are not that useful for dwarves, behaving kinda like hatches that also block horizontal travel over them when locked.

And, aw, you're in that mess of building walls 1 at time. Un-fun-fun...Perhaps could create a script that suspended walls that would block things further from being constructed.

Your mechanic sweatshop is an unexpected solution, though I'd suggest making it more vertical and have more than 1-wide entrance for 72 dwarves is probably going to hurt fps. Didn't think you'd get 700 mechanisms in your remaining time with 1 shop, but somehow it didn't occur to me that one can have more than 1.

RE:pikachu

Mmm. Tried chaining them up?

* Said in jest, not actually meaning it.

Shit. Well, my OCD would be calmer if I kept it consistent, so I'll just keep doing the walls.
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Moonstone_Flower

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Re: Iggalfamthut "Traphorses", a community game without forges.
« Reply #361 on: October 26, 2017, 11:22:44 am »

* Moonstone_Flower pokes the thread with a piezoelectric speaker.

Here's hoping everything's fine.
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Grand Master Depressive
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Derpy Dev

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Re: Iggalfamthut "Traphorses", a community game without forges.
« Reply #362 on: November 07, 2017, 01:23:20 pm »

Okay so what's going on right now bloop_bleep? Anything new you want to report?

bloop_bleep

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Re: Iggalfamthut "Traphorses", a community game without forges.
« Reply #363 on: November 07, 2017, 01:32:04 pm »

Sorry, was pretty busy lately, and the game crashed once setting me back by 2 months, so progress has been pretty slow.

Anyway, I'm about halfway through winter. Update soon.
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The closest thing Bay12 has to a flamewar is an argument over philosophy that slowly transitioned to an argument about quantum mechanics.
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The trick is to only make predictions semi-seriously.  That way, I don't have a 98% failure rate. I have a 98% sarcasm rate.

Derpy Dev

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Re: Iggalfamthut "Traphorses", a community game without forges.
« Reply #364 on: November 07, 2017, 06:20:01 pm »

Sorry, was pretty busy lately, and the game crashed once setting me back by 2 months, so progress has been pretty slow.

Anyway, I'm about halfway through winter. Update soon.

Cool. Just like making sure this community fort isn't, you know, dying or dead.

Hmm... idea, how about the next one have a 1 week time limit, so everyone gets to do as much as they can in one week?

pikachu17

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Re: Iggalfamthut "Traphorses", a community game without forges.
« Reply #365 on: November 08, 2017, 10:26:46 am »

Well, that is how most community fortresses do it, unless you mean a in-game week.
I'd be fine with one real week to do it.
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bloop_bleep

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Re: Iggalfamthut "Traphorses", a community game without forges.
« Reply #366 on: November 08, 2017, 01:30:34 pm »

Well, that is how most community fortresses do it, unless you mean a in-game week.
I'd be fine with one real week to do it.

I think he means that everyone gets to perform as much as they can (perhaps greater than a year) as long as they hand their save in on time. I might be wrong though.
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The closest thing Bay12 has to a flamewar is an argument over philosophy that slowly transitioned to an argument about quantum mechanics.
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Derpy Dev

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Re: Iggalfamthut "Traphorses", a community game without forges.
« Reply #367 on: November 08, 2017, 01:54:42 pm »

Well, that is how most community fortresses do it, unless you mean a in-game week.
I'd be fine with one real week to do it.

I think he means that everyone gets to perform as much as they can (perhaps greater than a year) as long as they hand their save in on time. I might be wrong though.

That's exactly what I mean!

Moonstone_Flower

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Re: Iggalfamthut "Traphorses", a community game without forges.
« Reply #368 on: November 08, 2017, 07:57:36 pm »

I think he means that everyone gets to perform as much as they can (perhaps greater than a year) as long as they hand their save in on time. I might be wrong though.

That's exactly what I mean!

That sounds interesting, in theory, but it could cause things to run quite slowly - and, worse, can lead to burn-out for some players.  Maybe set a maximum in-game time limit, something like three or four years?  If you're not setting a maximum on game time, I'd suggest lowering the outerworld time to three or four days.

What would the "thing" be for the next one?  Currently we have "no forges"...  I forgot the previous one.

P.S.  Ah, there was one succession game that did this, but with an allotted time of one day.

P.P.S.  Not opposed, just offering unsolicited input in True Arse Fashion.
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Derpy Dev

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Re: Iggalfamthut "Traphorses", a community game without forges.
« Reply #369 on: November 08, 2017, 08:17:32 pm »

I know we're adding some mods, What Lurks Below and Fortress Defense were the two we were using I think.

But a challenge could be added as well so I'm into suggestions.

bloop_bleep

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Re: Iggalfamthut "Traphorses", a community game without forges.
« Reply #370 on: November 08, 2017, 08:20:19 pm »

What would the "thing" be for the next one?  Currently we have "no forges"...  I forgot the previous one.

Last thing was "no mechanisms." Was called Flamehorses for the volcano. Next thing could be making an entirely above-ground (or at least no revealed Dark tiles) fort like with Ineth Zafal. Or perhaps with no restrictions but a definite goal, like making the greatest library in the world; I don't know for certain.
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The closest thing Bay12 has to a flamewar is an argument over philosophy that slowly transitioned to an argument about quantum mechanics.
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The trick is to only make predictions semi-seriously.  That way, I don't have a 98% failure rate. I have a 98% sarcasm rate.

Moonstone_Flower

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Re: Iggalfamthut "Traphorses", a community game without forges.
« Reply #371 on: November 09, 2017, 01:39:56 am »

* Moonstone_Flower facepalms hard

That's right, I'd forgotten about the mods already.  I'm bloody thick sometimes.

Library sounds interesting!  I remember reading Breadbowl as it was going.  Inverse-pyramid tower fortress is a possibility as well.  *Drools*  Underground used only for excavation, materials, and storage, perhaps?
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Sadly, the head doctor MoonstoneFlower became depressed.  I am not sure if she will be able to recover.

Fleeting Frames

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Re: Iggalfamthut "Traphorses", a community game without forges.
« Reply #372 on: November 09, 2017, 01:45:14 am »

@Moonstone_Flower: For what's it is worth, in Succession World the rule of 1 week no in-game limit resulted in mostly shorter (than 1 year) adventure and fort mode turns, though Sanctume and I both used several years for our forts.

pikachu17

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Re: Iggalfamthut "Traphorses", a community game without forges.
« Reply #373 on: November 09, 2017, 04:55:32 pm »

What would the "thing" be for the next one?  Currently we have "no forges"...  I forgot the previous one.

Last thing was "no mechanisms." Was called Flamehorses for the volcano. Next thing could be making an entirely above-ground (or at least no revealed Dark tiles) fort like with Ineth Zafal. Or perhaps with no restrictions but a definite goal, like making the greatest library in the world; I don't know for certain.
No picks? Or no cutting down of trees?
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bloop_bleep

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Re: Iggalfamthut "Traphorses", a community game without forges.
« Reply #374 on: November 09, 2017, 05:29:15 pm »

No picks is fine by me. I wouldn't like no tree-cutting though since I wouldn't be able to make my dwarfy contraptions without axles  :P
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The closest thing Bay12 has to a flamewar is an argument over philosophy that slowly transitioned to an argument about quantum mechanics.
Quote from: thefriendlyhacker
The trick is to only make predictions semi-seriously.  That way, I don't have a 98% failure rate. I have a 98% sarcasm rate.
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