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Author Topic: Keeping the uber-fort at bay  (Read 2606 times)

erthel

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Keeping the uber-fort at bay
« on: January 16, 2012, 06:44:42 pm »

At bay 12, of course, while we wait for the update. I'm not running another 200 year fort just to scrap it in two weeks :D. What projects are awaiting for the release?
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Eoganachta

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Re: Keeping the uber-fort at bay
« Reply #1 on: January 16, 2012, 09:34:43 pm »

My current fort is suffering from an FPS-death but I have a habit of making large forts, and large forts take time, so I am waiting for the next release until I start a new one. And I've got skyrim to occupy me for the time being so I'm not complaining.
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King DZA

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Re: Keeping the uber-fort at bay
« Reply #2 on: January 16, 2012, 09:48:23 pm »

For me, at least, it's just doing to be a lot of exploring the new features at first, maybe some tinkering in the raws. After that's all said and done, and I know how the new stuff works, then I'll start thinking up some neat projects to embark on.

Mitchewawa

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Re: Keeping the uber-fort at bay
« Reply #3 on: January 17, 2012, 12:50:19 am »

Until the new patch, I'm mostly doing testing of traps, such as:
- How to to apply plaguebearers (in Meph's Masterwork Mod) to effect.
- How to automatically capture a FB and have him serve as a pitfall monster.
- The effectiveness of FB breaths and poisons (cave-in dust kills the FB, poisonous bite forces the FB to bite too often, fire breath is awesome).

And many more. I'm busy, to say the least.
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Loud Whispers

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Re: Keeping the uber-fort at bay
« Reply #4 on: January 17, 2012, 02:15:03 pm »

I'm going to go straight into the George Orwell business and have my chief medical dwarf "operate" on all migrants. Hopefully, they'll be able to spot vampires. Otherwise... Crap.

imperium3

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Re: Keeping the uber-fort at bay
« Reply #5 on: January 17, 2012, 02:39:17 pm »

Once the new version is realeased and stable (and I've finished my exams...) I'm planning to embark on my biggest project yet: "The Trial of Champions" a fort designed solely to provide the best possible challenge for Adventure Mode exploration. It's going to include traps, puzzles, more traps, enraged megabeasts, toxins, undead, and the best treasure that a fort can provide.

My design intent though, is that the vast majority of explorers will end up impaled on a *menacing steel spike* or turned into -dwarf chutney- by a bronze colossus. But in a !FUN! way, of course.
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MonkeyHead

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Re: Keeping the uber-fort at bay
« Reply #6 on: January 17, 2012, 02:40:55 pm »

The new version will come at a good time for me. My current fort is far too secure, I have bred enough giant animals, and made enough shiny metal stuff.

Pokon

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Re: Keeping the uber-fort at bay
« Reply #7 on: January 17, 2012, 08:44:43 pm »

My goal to Mordoris my entire surface layer has been done, and the swords are already being pumped out. So yeah, just starting up the main military part of my fort.
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werechicken

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Re: Keeping the uber-fort at bay
« Reply #8 on: January 17, 2012, 11:08:26 pm »

Once I establish if necromancers can be captured, I'm going to try setting up an undead factory and weaponising the results.

Same goes for the vampires and werecreatures.
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Chilton

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Re: Keeping the uber-fort at bay
« Reply #9 on: January 18, 2012, 05:36:34 am »

Id like to Build an Underground Spire. But alas, I await the New Version.
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Lord Dullard

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Re: Keeping the uber-fort at bay
« Reply #10 on: January 18, 2012, 07:44:36 am »

I want to get my current for to a semi-completed and DFMA-ready status before then. I don't think I'll be playing the new version for a while, but that's typical. New features usually put me off for a bit at first.
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