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Author Topic: Exit embark screen.  (Read 1162 times)

StagnantSoul

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Exit embark screen.
« on: January 01, 2015, 07:36:19 pm »

So I made a 750 year old world, medium, lots of civs. This was in hopes that I'd have every gem, or at least the good ones like sapphires and emeralds, to ship in yearly. But I found out the civ I'd chosen had only emerald. So I had to leave and go through the process of doing the 2 week skip, which at medium with 750 years, takes a while. I did this three times before I finally got a good civ. why don't we have the option to just back out of the embark screen, instead of having to redo the two week time skip again?
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vjmdhzgr

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Re: Exit embark screen.
« Reply #1 on: January 01, 2015, 09:32:05 pm »

I've experienced this problem myself before and it can take upwards of five minutes just to get back to the embark screen which is quite a long time when with a simple addition it could be less than one. There's also no real argument that adding this would detract from the game aside from taking a bit of Toady's time away from development. So I definitely think this should be added.
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Dirst

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Re: Exit embark screen.
« Reply #2 on: January 02, 2015, 03:39:35 pm »

Going back would be easier if the time-skip happened after the player hits Embark, and it could even depend on the length of the journey (with some minimum to avoid any exploits).
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Niddhoger

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Re: Exit embark screen.
« Reply #3 on: January 03, 2015, 01:18:56 pm »

Signed so bloody hard for the same reason.  I realize my civ is lacking a critical resource (no coal to import!? D:), or was launched on a metal-barren piece of shit (ONLY TIN TO IMPORT!?).
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SixOfSpades

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Re: Exit embark screen.
« Reply #4 on: January 03, 2015, 01:44:50 pm »

Ditto. I like to really handpick my starting seven, and it's so frustrating to have to start the whole 2-week process all over again just so I can get different randomized results on the last step.
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Zarathustra30

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Re: Exit embark screen.
« Reply #5 on: January 06, 2015, 03:12:25 pm »

Going back would be easier if the time-skip happened after the player hits Embark, and it could even depend on the length of the journey (with some minimum to avoid any exploits).

It would be fun if the settler army could be attacked in that time.  I can imagine when some poor newb's embark fails for no apparent reason.  Starting scenarios shall be fun.
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catten

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Re: Exit embark screen.
« Reply #6 on: January 06, 2015, 04:21:04 pm »

Definitely +1, especially having the 2-week roll-forward after you hit 'go'

As for hand-picking the starting 7, it would be super nice to be able to load embark profiles after seeing their stats. Then I could just reorder the skill sets in my saved profile to match their personality and attributes, rather than having to re-enter them from scratch every time. Separate feature, tho.
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