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Author Topic: Golddepths, The Glorious Fortress (Succession Fort)  (Read 6943 times)

CaptainArchmage

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Re: Golddepths, The Glorious Fortress (Succession Fort)
« Reply #75 on: November 11, 2012, 08:30:19 am »

I think Kodo beast are those things that boost nearby unit's abilities in Warcraft III.  That or those giant lizard things out in those islands.    Or I have no idea what I'm talking about.
And what is the point in having a boiler?

I looked at the description of the Kodos and I think you're right. They seem to serve the same role as in Warcraft III but I haven't tried them out as defences yet.

Also DFhack made it so steam engines actually generate power, and the latest Genesis mod used that (you can write in the raws for steam engines and the reactions to make the engine produce power for a certain period of time). Its not just a placeholder building.

Edit: Well damnation there's a new version of Genesis out which includes aimed catapults loaded with anything, and poisoned weapons (all using extra DFhack functionality).

Update: We're at Autumn now (I think). We have silkweed processed into thread and barrels of julmust, and I'm digging out some plumbing into the aquifer. Barrel production is under way.
« Last Edit: November 11, 2012, 03:32:01 pm by CaptainArchmage »
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Valrandir

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Re: Golddepths, The Glorious Fortress (Succession Fort)
« Reply #76 on: November 12, 2012, 09:27:06 am »

Good Progress Arch :)

Eastep, I'm busy with my own fort and my turn will be coming up soon in GateIvory. You can remove my turn from the list.

I'll be reading updates :)

Deon

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Re: Golddepths, The Glorious Fortress (Succession Fort)
« Reply #77 on: November 14, 2012, 04:53:31 am »

You should have asked me about succession and IT would hurry with releases. Next uptade will be big :(
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Deon

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Re: Golddepths, The Glorious Fortress (Succession Fort)
« Reply #78 on: November 14, 2012, 05:01:04 am »

Oh, goats are "u" because they are ungulates. Small letters are smaller creatures, big are larger. H's are humanoids, f's are felines, c's are canines, a's are amphibians, l's are lizards, x's and i's are spiders/insects.

I decided to name creatures like this because with all new creatures you better learn its type and size at first glance (so no more groundhog/goblin confusion).

Oh, and aurochs play the role of cows and mounts. Kodos are rhino-type animals.
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Deon

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Re: Golddepths, The Glorious Fortress (Succession Fort)
« Reply #79 on: November 14, 2012, 05:22:43 am »

And why would you add pig tail grass? Silkweed is almost the same. I changed it because pig tail grass is a long name, so pog tail thread clothing names often don't fit on the screen.

And don't neglect bread baking and sausages in culinary workshop. They require a bit of time to setup the industry, but the resulting gains are good.
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CaptainArchmage

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Re: Golddepths, The Glorious Fortress (Succession Fort)
« Reply #80 on: November 14, 2012, 02:07:10 pm »

Work on the fortress has halted because of real life. I should be back on it soon though. I really like the new content that's been added - early in summer I noticed some things had been throwing obsidian boulders at the dwarves (or the dwarves had been throwing them...). The only thing that could be a problem is that life in the three different caverns is different, but only until we open them up. Once all the caverns are open, at least the plant life will start to spread between layers.

I ended up not adding pig tails back in once I found the silkweed. The game is just 5.6 unmodified. However, given the changes in the mod, I might redownload and restart :D

One thing I've noticed is the steam engine building material requirements are a bit off - it requires everything to be made out of rock (chains, barrels, mechanisms, etc.).
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Deon

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Re: Golddepths, The Glorious Fortress (Succession Fort)
« Reply #81 on: November 16, 2012, 04:40:55 am »

Actually it requires any inorganic material, so use metal. DF calls generic
 inorganic material "rock", so it's just game terminology issue.
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