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Author Topic: Clockwork mod  (Read 2849 times)

Deon

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Re: Clockwork mod
« Reply #30 on: July 02, 2008, 05:41:03 am »

If they dropped the statue they are unable to be buried. But you'll build their statue in a special chamber and it's ok. =)
A nameless monument.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Getheli

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Re: Clockwork mod
« Reply #31 on: July 02, 2008, 01:50:24 pm »

I would think that chambers of "deactivated" clockwork dwarves would make complete sense, I wouldn't think that automatons would be the most sentimental lot.
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DreaDFanG

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Re: Clockwork mod
« Reply #32 on: July 02, 2008, 03:31:05 pm »

Adding statue corpses for next update, use of them is your disgrestion.

Also adding new EVIL versions of the clockworks called crazed/defunct clockworks, basicly the goblin comparitive to dwarves, and some roaming ones, and muck crabs.

Changing dreugh to CAN_CIV but not putting an entity part yet, thinking like underwater elves... but contimplating making an amphibious kind like "WoW's" snake people/murlock race.

Yes I have mixed sources of inspiration, already combined Dune, TES, and WoW...
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DreaDFanG

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Re: Clockwork mod
« Reply #33 on: July 02, 2008, 04:39:31 pm »

Updated version added ^ additions.

But now I need more inspiration for more updates...
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