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Author Topic: Bay12 Space Program  (Read 17260 times)

GreatWyrmGold

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Bay12 Space Program
« on: August 13, 2012, 05:41:19 pm »

As the first self-declared officer of the Bay12 Space Program, someone who posted there before it was cool, and someone who has noticed no one else has made one, I will spearhead a mod for Dwarf Fortress which will mimic the conditions we will face as settlers of the Final FrontierTM. Those who didn't know about the program can read the original, albeit derailed, thread here.

Right now, I'm looking for two things--talent and idea. In other words, what this mod is going to include and who is going to code it.

Ideas So Far:
Spoiler (click to show/hide)
« Last Edit: August 17, 2012, 04:52:26 pm by GreatWyrmGold »
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IamanElfCollaborator

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Re: Bay12 Space Program
« Reply #1 on: August 13, 2012, 05:48:04 pm »

I'll help out. I'll code in some random Martian animals. :P I can also help with Venusians, if needed.

GreatWyrmGold

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Re: Bay12 Space Program
« Reply #2 on: August 13, 2012, 05:48:32 pm »

What kind of Martian animals, and why would there be Venusians?
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IamanElfCollaborator

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Re: Bay12 Space Program
« Reply #3 on: August 13, 2012, 05:50:31 pm »

Martian animals like space cows? :P
Venusians, maybe they want in on Mars space, since we already have Earth/Gaia?

GreatWyrmGold

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Re: Bay12 Space Program
« Reply #4 on: August 13, 2012, 06:10:26 pm »

Space cows have been proven not to exist, and no life exists on Venus to get jealous of us. Unless we're not the only rebellious colony? Hm...

Backstory I've thought of: The ship reaches Mars, but an industrial accident leads to destruction of what order remained and of a lot of our tech. After much time, the famous founders of the colony (including people who participated in making this mod) are treated as saintly or perhaps godlike figures, and tech has advanced to the point where we can, again, war on The Green Planet. That's all I've got for now.
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My Name is Immaterial

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Re: Bay12 Space Program
« Reply #5 on: August 13, 2012, 06:27:37 pm »

I believe that there were giant blobs of slime with tusks and spigots that produced booze in the original thread. Oh, and massive cloning facilities.

IamanElfCollaborator

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Re: Bay12 Space Program
« Reply #6 on: August 13, 2012, 06:34:02 pm »

Ah. In that case, count me out, unless you want funny things in.

My Name is Immaterial

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Re: Bay12 Space Program
« Reply #7 on: August 13, 2012, 06:41:23 pm »

Sorry if I scared you away. My Apologies.

GreatWyrmGold

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Re: Bay12 Space Program
« Reply #8 on: August 13, 2012, 06:42:27 pm »

I was not planning to add things like that in. Well, maybe cloning, but I can't think of how to do that.
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IamanElfCollaborator

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Re: Bay12 Space Program
« Reply #9 on: August 13, 2012, 06:44:50 pm »

Oh not a problem. I'm just not a very experienced modder, which is why I'd prefer to add in funnier, but fitting wildlife.

Putnam

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Re: Bay12 Space Program
« Reply #10 on: August 13, 2012, 06:47:14 pm »

I can do... whatever you ask me to :P

Corai

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Re: Bay12 Space Program
« Reply #11 on: August 13, 2012, 06:48:34 pm »

You must be able to bring pet kobolds. You must.
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My Name is Immaterial

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Re: Bay12 Space Program
« Reply #12 on: August 13, 2012, 06:49:03 pm »

Would something like this work for cloning?
http://www.bay12forums.com/smf/index.php?topic=101264.msg3000313#msg3000313
Just with out golems

i2amroy

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Re: Bay12 Space Program
« Reply #13 on: August 13, 2012, 06:49:10 pm »

I was not planning to add things like that in. Well, maybe cloning, but I can't think of how to do that.
You make the dwarf transform into a creature that instantly has a limb fall off, then transform back, raise the limb, and have the limb transform into a dwarf. That's the basic cloning method.
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Delioth

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Re: Bay12 Space Program
« Reply #14 on: August 13, 2012, 11:17:55 pm »

We need laser guns and lightsabers, do we not? I can handle weapons work, maybe a couple hostile civs as well (but plan on having many castes!)
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