We're back! Apparently, the initial run of
Boatbusted broke because we were on a too-huge region size for most people's computers to load. I'm starting this one over, with a slightly altered mod file to before.
The Boatbusted Mod Version History (currently version 1.2):
1.0
-Initial version of the Boatbusted special mod, combining Civilisation Forge with the Spearbreakers mod.
1.1
-Added in reactions to make alchemy-related stone economic.
1.2
-Merged in Mr Frog's Maej, made civilisation non-[CIV_CONTROLLABLE] (can be changed).
-Merged in everything from the Vilious mod, and compatiblised with Civ Forge reactions. Made civilisations non-[CIV_CONTROLLABLE] (can be changed).
-Dwarves can now make firearms using the nevrean method, from Vilious
-Forgot to transfer the reactions to make alchemy-related stone economic over from the updated saves to the raws used in worldgen.
-Reduced the number of times a civilisation could appear to something reasonable, except for northern sergals because of an omission.
We're using Civilisation Forge with additions of Spearbreakers material, Mr Frog's Maej, and the Vilius mod. I'm allowing dwarves to make firearms in this game now, using the same reactions as the Niveans. This is probably going to be less useful than people think. The mod has been altered so as to put a hard cap on the number of civilisations of a certain creature that can show up. I've haxed the worldgen heavily to generate more volcanoes and more civilisations, whilst leaving more neutral mountain biomes for dwarves to set themselves up in.
Once again, a recap of the rules:
-Turns last 48 hours of real time. Play as much as you can in that time, and then give a reason why your dwarf is stepping down. You can play more than a year or less than a year.
-Try to roleplay your fortress and post frequent. I understand that role-playing ability or willingness is extremely variable, producing results between the "realistic made-up-that-which-cannot-be-made-up" and "More secretive than Area 51 under omega+ alert" levels. At least we'd like to see an "end of year report" consisting of the screenshot or the numbers. If roleplaying is insufficient, of course, anyone may publish an interim report based on rumor, speculation, and paranoia.
-Try not to leave the fortress in an unplayable state. If the fortress isn't in a good state to move on from and ends up in an unplayable state, we will revert to a previous state.
-Try to avoid the use of DF hack. If you need to use DF hack, i.e. to plug up a hole in the ocean floor with the water draining into an aquifer, or into the caverns, with sub-zero FPS, we may or probably will let it go ahead.
-Most of these rules are subject to modification. If FPS drops to the point where we need more time, the general allowance will likely be increased.
-There will be 4 possible extensions of 24 hours available per month of real time, for use collectively, with 3 extra extensions of 24 hours available for emergencies per month. You may only take 2 extensions in one sitting, of any kind. The collective-use extensions may be used at any time and for any reason, including no reason. However, you should role play them i.e "In order to finish building the entrances to the caverns, I've been asked to remain overseer for a little longer." Good reasons should be given for emergency extensions. In general, these are because real life interrupts your crushing of the goblin siege with some crap that prevents you from playing Dwarf Fortress.
-Rules are flexible. This means we can give you room to finish off that goblin siege like a hero, or drop your hospital on top of it.
The Turn ListTurn completedIn progressNot yet started
X marks extension used.
1. Captain Archmage (As Lord Mana)
2. Coral
3. Lightningfalcon
4. Slowpokez
5. Godlysockpuppet
6. Valrandir
7. Australianwinter
8. Betelgeuse
Extensions Available: 4
Emergency Extensions Available: 3
As noted in the previous Boatbusted thread, the turn order will be carried over. In addition, I may play around 1 year before sending it on, which will be the one exception to the 48-hour rule.