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PULL THE LEVER? [Y/N]

Y
- 281 (87.8%)
N
- 39 (12.2%)

Total Members Voted: 319


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Author Topic: FailCannon: No Rest for the Wicked (or anyone else) (Succession: Battlefailed 2)  (Read 885284 times)

Urist Imiknorris

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Re: FailCannon: Still Alive (somehow) (Succession: Battlefailed II)
« Reply #2460 on: October 24, 2011, 06:52:28 pm »

He means that the idea was to make the modded reactions actual new reactions as opposed to rewriting old ones such as the nickel silver making one.
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Quote from: LordSlowpoke
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Mego

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Re: FailCannon: Still Alive (somehow) (Succession: Battlefailed II)
« Reply #2461 on: October 24, 2011, 07:00:17 pm »

Oh, that makes a lot more sense to me. I suppose I could add in the reactions as new reactions and regen, if that would work better. However, I think keeping things as close to how they previously were in Battlefailed would be preferable, with only the blood bricks and possible caste mods being new.

Eric Blank

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Re: FailCannon: Still Alive (somehow) (Succession: Battlefailed II)
« Reply #2462 on: October 24, 2011, 08:15:54 pm »

He means that the idea was to make the modded reactions actual new reactions as opposed to rewriting old ones such as the nickel silver making one.
Yeah... Thanks for unborking my brain.

Oh, that makes a lot more sense to me. I suppose I could add in the reactions as new reactions and regen, if that would work better. However, I think keeping things as close to how they previously were in Battlefailed would be preferable, with only the blood bricks and possible caste mods being new.

Yes it would be preferable, but adding new reactions rather than replacing normal ones so that in the off chance anyone EVER wants nickel silver or whatever else we can produce that without fiddling with the raws is far better.
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I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

Mego

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Re: FailCannon: Still Alive (somehow) (Succession: Battlefailed II)
« Reply #2463 on: October 24, 2011, 10:34:39 pm »

Although I still like the idea of the mods being carried over being identical to those already in place, I'm not opposed to making new reactions instead of replacements.

CatalystParadox

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Re: FailCannon: Still Alive (somehow) (Succession: Battlefailed II)
« Reply #2464 on: October 24, 2011, 11:58:27 pm »

Maybe even stick in 2 or 3 useless placeholder reactions in case there's a need to mod something brilliant we didn't think of at the outset in later?
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Eric Blank

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Re: FailCannon: Still Alive (somehow) (Succession: Battlefailed II)
« Reply #2465 on: October 25, 2011, 12:21:22 am »

That's rather ingenious actually. Just a few tags that ensure they're valid, if useless, and adding them to the dwarves' civ definition should do the trick. Hmm... Can the workshop they're performed at be changed on the fly (well, save and exit, then mod, and reload...) or does this for whatever reason cause problems to the game's poor little mind? I doubt it would cause issues, at least.

Hell, one could actually create a few extra materials, tissues, and inorganics entries for participant/viewer approved re-writes. Although that may well be going too far...

P.S, CURSE YOU "E" KEY! CURSE YOU!
« Last Edit: October 25, 2011, 12:24:03 am by Eric Blank »
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I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

Teneb

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Re: FailCannon: Still Alive (somehow) (Succession: Battlefailed II)
« Reply #2466 on: October 25, 2011, 10:53:09 am »

If I remember right the nickel silver turned bone block reaction was transfered to the kiln from the smelter.



I'll be doing a new video-tour of failcannon, as I scraped the previous one since I was coughing all the time due to a throat infection and my voice wasn't very good due to that.
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Monstrous Manual: D&D in DF
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Teneb

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Re: FailCannon: Still Alive (somehow) (Succession: Battlefailed II)
« Reply #2467 on: October 25, 2011, 04:51:47 pm »

Small Update:

From an engraving near the main gate:

Andreus has finished sabotaging modifying on the building and placing the appropriate levers. I also had him re-route the north gate to one of the two orthoclase levers near it and the trap modification to the other one


It also appears Gizogin has grown attached to his crossbow



EDIT:
Spoiler: I just found this (click to show/hide)
« Last Edit: October 25, 2011, 04:56:38 pm by Deathsword »
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Monstrous Manual: D&D in DF
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Urist Imiknorris

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Re: FailCannon: Still Alive (somehow) (Succession: Battlefailed II)
« Reply #2468 on: October 25, 2011, 05:21:00 pm »

"a warthog the warthog
a horse the horse"

Bravo, game.
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Quote from: LordSlowpoke
I don't know how it works. It does.
Quote from: Jim Groovester
YOU CANT NOT HAVE SUSPECTS IN A GAME OF MAFIA

ITS THE WHOLE POINT OF THE GAME
Quote from: Cheeetar
If Tiruin redirected the lynch, then this means that, and... the Illuminati! Of course!

Teneb

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Re: FailCannon: Still Alive (somehow) (Succession: Battlefailed II)
« Reply #2469 on: October 25, 2011, 05:40:01 pm »

From an engraving near the main gate:

Oh shit, oh shit.

The ghost of boozedwarf just scared dariush to death. We need to get him back in his grave, and quick
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Monstrous Manual: D&D in DF
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What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?

Gizogin

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Re: FailCannon: Still Alive (somehow) (Succession: Battlefailed II)
« Reply #2470 on: October 25, 2011, 05:45:13 pm »

I'm growing attached to my crossbow!  All is well!
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Teneb

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Re: FailCannon: Still Alive (somehow) (Succession: Battlefailed II)
« Reply #2471 on: October 25, 2011, 07:32:37 pm »

all mining has been finished, all in corpse hauling duty. Especially since we have TWO murderous ghosts
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Monstrous Manual: D&D in DF
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What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?

Eric Blank

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Re: FailCannon: Still Alive (somehow) (Succession: Battlefailed II)
« Reply #2472 on: October 25, 2011, 10:27:02 pm »

The dorfs don't seem all that interested in reburying the dead for me while I run the game further either. Blasted prioritization system.

« Last Edit: October 25, 2011, 10:31:28 pm by Eric Blank »
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I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

Strategia

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Re: FailCannon: Still Alive (somehow) (Succession: Battlefailed II)
« Reply #2473 on: October 26, 2011, 12:30:27 am »

At this rate, it looks like my turn won't come up for at least another month or so..... which is very good, since I plan (hope) to buy a new, beefier computer in november or december, which will be good for FPS.


And Dariush does seem to be the butt monkey of the fortress, sorta, doesn't he?

ThatAussieGuy

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Re: FailCannon: Still Alive (somehow) (Succession: Battlefailed II)
« Reply #2474 on: October 26, 2011, 01:09:58 am »


And Dariush does seem to be the butt monkey of the fortress, sorta, doesn't he?

Well his avatar IS a dwarf running around on fire.
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