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Author Topic: Community Mod  (Read 20315 times)

Scelly9

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Re: Community Mod
« Reply #165 on: June 30, 2012, 12:29:43 am »

No, no, no! They'd go all "Why the circus are there these shearable cat thingies?" and the cover would be blown!
the turns should go in order of who signed up.
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GreatWyrmGold

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Re: Community Mod
« Reply #166 on: June 30, 2012, 08:07:38 am »

No, no, no! They'd go all "Why the circus are there these shearable cat thingies?" and the cover would be blown!
the turns should go in order of who signed up.
You mean for the mod? Sounds sensible.
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Zanzetkuken The Great

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Re: Community Mod
« Reply #167 on: June 30, 2012, 12:05:37 pm »

-wrong thread-

Meant to say here, I hope the save is even playable by my turn.
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GreatWyrmGold

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Re: Community Mod
« Reply #168 on: June 30, 2012, 07:50:29 pm »

Heh. Don't worry, for every unbeatable MB, someone'll think of something that can beat it and make it easier to beat.
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IamanElfCollaborator

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Re: Community Mod
« Reply #169 on: July 01, 2012, 03:35:48 am »

Ok. I'll take you up on that one. :3

Person

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Re: Community Mod
« Reply #170 on: July 01, 2012, 02:38:49 pm »

Cave ins, obsidianizing, and web cages generally do the trick.
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Crazy Cow

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Re: Community Mod
« Reply #171 on: July 01, 2012, 05:39:57 pm »

Cave ins, obsidianizing, and web cages generally do the trick.

My creature causes caveins and is made of obsidian and webbed cages.
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Person

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Re: Community Mod
« Reply #172 on: July 01, 2012, 07:24:56 pm »

Cave ins, obsidianizing, and web cages generally do the trick.
My creature causes caveins and is made of obsidian and webbed cages.
Where is your god now?
Make it dodge into a really long pit with no exit by shooting it a lot. If it lives, well too bad, it's useless now. If it dies, all is well.
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Corai

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Re: Community Mod
« Reply #173 on: July 01, 2012, 07:25:55 pm »

Cave ins, obsidianizing, and web cages generally do the trick.

My creature causes caveins and is made of obsidian and webbed cages.
Where is your god now?

Wherever that creature is.
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Crazy Cow

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Re: Community Mod
« Reply #174 on: July 03, 2012, 05:52:25 pm »

Spoiler: reaction_trans_cc.txt (click to show/hide)
Spoiler: item_lizardmen_cc (click to show/hide)
Spoiler: inorganic_trans_cc.txt (click to show/hide)
Spoiler: entity_lizardmen_cc (click to show/hide)
Spoiler: building_trans_cc.txt (click to show/hide)

Screenshots to come.

Putnam

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Re: Community Mod
« Reply #175 on: July 03, 2012, 06:09:46 pm »

Ooh, playable.

I would have made my turn playable if I didn't feel like I was running out of time (I thought I had taken way longer than I did; checking revealed that I had taken 2 days to do what I thought had taken a week)

GreatWyrmGold

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Re: Community Mod
« Reply #176 on: July 03, 2012, 07:59:21 pm »

CC, if I were you, I'd either make the transformy castes POP_RATIO:0 or give them a nice, evenish percentile chance of occuring.
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Putnam

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Re: Community Mod
« Reply #177 on: July 03, 2012, 08:01:58 pm »

A pop ratio of 0 resets it to 100, so not that.

Crazy Cow

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Re: Community Mod
« Reply #178 on: July 03, 2012, 08:13:38 pm »

A pop ratio of 0 resets it to 100, so not that.

This exactly. [POP_RATIO:0] won't stop them from showing up, so I just set it really, really low.
In other news, I really want to limit the noble positions to specific castes (namely the ruler positions to the ruler castes), but I don't see any way on the wiki. I'm pretty much calling it a day, but if anyone knows a trick I'd love to hear it.

Putnam

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Re: Community Mod
« Reply #179 on: July 03, 2012, 08:20:36 pm »

A pop ratio of 0 resets it to 100, so not that.

This exactly. [POP_RATIO:0] won't stop them from showing up, so I just set it really, really low.
In other news, I really want to limit the noble positions to specific castes (namely the ruler positions to the ruler castes), but I don't see any way on the wiki. I'm pretty much calling it a day, but if anyone knows a trick I'd love to hear it.

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