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Author Topic: World Map, and Constructions  (Read 2757 times)

Chaine Maile

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Re: World Map, and Constructions
« Reply #15 on: September 07, 2014, 02:20:42 pm »

It worked. Before the causeway/bridge the island only had Dwarves as neighbors (and a kobold cave on the island). Now it has Dwarves, Elves, and Humans listed.

SUCCESS!
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Tacomagic

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Re: World Map, and Constructions
« Reply #16 on: September 07, 2014, 02:54:04 pm »

Nice!  Now, about that minecart jumping into lava...
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EinsteinSatDown

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Re: World Map, and Constructions
« Reply #17 on: September 07, 2014, 03:58:24 pm »

Had thois idea once, but never implemented it.
Well done, quite interesting to know that it worked.

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MDFification

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Re: World Map, and Constructions
« Reply #18 on: September 07, 2014, 04:26:52 pm »

A great day for !!SCIENCE!! indeed. Now we know that sites count as crossings, it opens up invasions and trade. An interesting experiment would be to not build a bridge in the same spot but leave a abandoned site that still extends from mainland to island, and see if the same connection still applies.
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Chaine Maile

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Re: World Map, and Constructions
« Reply #19 on: September 07, 2014, 04:35:02 pm »

Or simply tear out a bridge section.
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SimRobert2001

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Re: World Map, and Constructions
« Reply #20 on: September 07, 2014, 08:21:49 pm »

Or simply tear out a bridge section.

May not work, similar to how an channeled out roof would always result in the tile as being "outside."
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wuphonsreach

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Re: World Map, and Constructions
« Reply #21 on: October 04, 2014, 12:27:07 pm »

Yeah, I'm curious as to whether just establishing and retiring a fortress on that embark is enough or whether the bridge is required.
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