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Poll

Should a community fort be based on this story?

Yes! I want a turn in it too!
- 8 (44.4%)
No. Go die please.
- 1 (5.6%)
Yes.
- 8 (44.4%)
No.
- 1 (5.6%)

Total Members Voted: 18


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Author Topic: Hydrakania - Suspended until further notice  (Read 21403 times)

Zanzetkuken The Great

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Re: The Cursed Fortress of Hydrakania
« Reply #75 on: June 03, 2012, 07:37:35 pm »

Still
Yea.

That will be my answer to anything that will make the game harder.
« Last Edit: June 03, 2012, 07:40:53 pm by Zanzetkuken The Great »
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Mr Frog

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Re: The Cursed Fortress of Hydrakania
« Reply #76 on: June 03, 2012, 07:49:42 pm »

Well, No Weapon Traps is obvious. It's not just that you can turn an entire siege into hamburger before they even reach the fortress, it's that it's probably easier to set up than an actual military.

All farms must be built in the caverns (grave titans ahoy!). Walling it off is not allowed.
(NOTE: Splint, go into the gravies' creature definition and add [UBIQUITOUS] if it isn't there already. That way, they'll literally be in every cavern.)

No putting workshops right on top of the magma sea; all workshops must be at least above the bottommost cavern layer and all magma must be pumped to at least that level.

No winter farming: All crops lack the [WINTER] tag.
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Corai

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Re: The Cursed Fortress of Hydrakania
« Reply #77 on: June 03, 2012, 07:51:55 pm »

Actually, for realism I vote that weapon traps are allowed, realistically. Like ZTG said, no lines of them, but at strategic chokepoints a serrated disktrap would be allowed.
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Splint

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Re: The Cursed Fortress of Hydrakania
« Reply #78 on: June 03, 2012, 07:52:34 pm »

I'm thinking the only magama shops available will be whatever the dwarves left behind.
And I'm going to look into making explosive traps instead (like tripwire mines or something.)

Zanzetkuken The Great

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Re: The Cursed Fortress of Hydrakania
« Reply #79 on: June 03, 2012, 08:30:27 pm »

Well, No Weapon Traps is obvious. It's not just that you can turn an entire siege into hamburger before they even reach the fortress, it's that it's probably easier to set up than an actual military.

All farms must be built in the caverns (grave titans ahoy!). Walling it off is not allowed.
(NOTE: Splint, go into the gravies' creature definition and add [UBIQUITOUS] if it isn't there already. That way, they'll literally be in every cavern.)

No putting workshops right on top of the magma sea; all workshops must be at least above the bottommost cavern layer and all magma must be pumped to at least that level.

No winter farming: All crops lack the [WINTER] tag.

I disagree with the no walling off.  At least allow the bridge rule I made to be able to be put into effect down there.

I'm thinking the only magama shops available will be whatever the dwarves left behind.
And I'm going to look into making explosive traps instead (like tripwire mines or something.)

Even better!  But still no lines of them.
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It's Zanzetkuken The Great. He's a goddamn wizard-dragon. He will make it so, and it will forever be.
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AustralianWinter

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Re: The Cursed Fortress of Hydrakania
« Reply #80 on: June 04, 2012, 02:17:36 am »

Are we modding the game ourselves, or using some kind of mod I can't figure out?
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Splint

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Re: The Cursed Fortress of Hydrakania
« Reply #81 on: June 04, 2012, 02:20:17 am »

Basically improvising and borrowing mods to make a nice hell of a military outpost.

Zanzetkuken The Great

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Re: The Cursed Fortress of Hydrakania
« Reply #82 on: June 04, 2012, 05:46:36 pm »

Basically improvising and borrowing mods to make a nice hell of a military outpost.

So basically, nearly anything that is, or could be an enemy goes into this.
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<DozebomLolumzalis> you filthy god-damn ninja wizard dragon

Splint

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Re: The Cursed Fortress of Hydrakania
« Reply #83 on: June 04, 2012, 06:01:18 pm »

Within reason, yes.

This planet has all manner of very unpleasent civilizations besides the main 7. The mountains moreso because compared to the lower areas fewer... "Civilized" entites roam there.

Zanzetkuken The Great

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Re: The Cursed Fortress of Hydrakania
« Reply #84 on: June 04, 2012, 09:00:42 pm »

Just so you know, Splint, a new version of my mod is up.
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It's Zanzetkuken The Great. He's a goddamn wizard-dragon. He will make it so, and it will forever be.
Quote from: 2016 Election IRC
<DozebomLolumzalis> you filthy god-damn ninja wizard dragon

Splint

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Re: The Cursed Fortress of Hydrakania
« Reply #85 on: June 04, 2012, 09:05:41 pm »

Alrighty. I'll nab it and tuck it in the folder I'm keeping the things I mod. Thanks for the heads up!

Zanzetkuken The Great

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Re: The Cursed Fortress of Hydrakania
« Reply #86 on: June 05, 2012, 11:37:30 am »

Alrighty. I'll nab it and tuck it in the folder I'm keeping the things I mod. Thanks for the heads up!

It is still buggy, and the sith/jedi don't have a few force powers working, yet.  And, you're welcome.

By the way, when is it on plan on starting the fort, if you haven't already?
« Last Edit: June 05, 2012, 12:04:52 pm by Zanzetkuken The Great »
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It's Zanzetkuken The Great. He's a goddamn wizard-dragon. He will make it so, and it will forever be.
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<DozebomLolumzalis> you filthy god-damn ninja wizard dragon

Splint

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Re: The Cursed Fortress of Hydrakania
« Reply #87 on: June 05, 2012, 01:42:44 pm »

Whenever I get everything finished. Shouldn't take too long, if other things don't disrupt too much.

Zanzetkuken The Great

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Re: The Cursed Fortress of Hydrakania
« Reply #88 on: June 05, 2012, 03:27:54 pm »

I put up the bug-fix for my mod that fixes what I listed before.
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It's Zanzetkuken The Great. He's a goddamn wizard-dragon. He will make it so, and it will forever be.
Quote from: 2016 Election IRC
<DozebomLolumzalis> you filthy god-damn ninja wizard dragon

Splint

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Re: The Cursed Fortress of Hydrakania
« Reply #89 on: June 06, 2012, 01:46:52 pm »

Ok, so here's what I have done so far. Anyone want to lend a hand? I wouldn't say no.

Done list -
Grave titans/reavers - The most common little nusiance/threat on the planet. Thanks Mr Frog!
Humidis, both feral and tribal - A fairly common predator and a major threat. uncivilize dones can be tamed for battle if the garrison wants to risk it.
Gluphorie raiders/scouts - Sagon-Hai's normally chief enemy, sending scouts and raiders to Hydrakania to
weaken the garrison.
Brightlance - Plasma rifle. Still gotta do the ammo.
 I may dislike ranged combat in DF, but these may well be your bread and butter weapon.
Sergo-Laeahtan Army Segmented Mail (The Sagon-Hai's territory goes by the name,but they still refer to
themselves as Sagon-Hai.) - SLA standard battle armor. Makes good in melee, but it is a poor choice against plasma and ballistic weapons.
Sagon-Hai themselves - The main race. Going to add a psychic cast that can hopefull electrocute people (or blast them with fire barring that.) A little shakey on getting thier appearences right.
SLA Tactical Helmet - Standard issue helmets, with HUD and all that, not that it matters in-game.
Settingification of dorfs as Talon-Sel - Exactly what it says on the tin.
Plasmadrills - SLA engineering tool it gets it's name from its power supply. Serves as SLA pick
The slayers and Exile Draconics also added as per request of ZTG. The added threats are much appreciated!
Making sure everyone hates everyone.
Mountain Barley, the only crop available from the surface. Used to make a watered down form of Talon-Sel ale by the garrison, as regular would kill them with alcohol poisoning.
Caste level things.
Smirnets, that lovely bland... Who am I kidding, they suck and you can't get rid of them.
To Do List -


Ammo for plasma weapons.
More hostile critters and civs to harras the shit out of the garrison.
If someone is willing to do it, Someone to make relavent sprites/graphics for the creatures for those who hate the basic set up.
Get more players.
Add some introductory art.
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