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Author Topic: Another Gauging Interest Thread: Multi-race fortress  (Read 3320 times)

Eric Blank

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Re: Another Gauging Interest Thread: Multi-race fortress
« Reply #15 on: October 03, 2012, 05:03:29 pm »

Becoming rather tedious to choose from the vast list of races, eh?
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IamanElfCollaborator

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Re: Another Gauging Interest Thread: Multi-race fortress
« Reply #16 on: October 03, 2012, 05:06:24 pm »

Handing human intelligence out to HUMANOID animals.

Elephantmen though....

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Re: Another Gauging Interest Thread: Multi-race fortress
« Reply #17 on: October 03, 2012, 05:07:32 pm »

Also I'll keep the race list at this. I'll finalize it as soon as I get access to my gaming rig again.

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Re: Another Gauging Interest Thread: Multi-race fortress
« Reply #18 on: October 03, 2012, 05:16:05 pm »

Applications now open, though the actual fort won't be started for a bit while I do some backing up.

Any suggestions for mods, locations, etc?

Eric Blank

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Re: Another Gauging Interest Thread: Multi-race fortress
« Reply #19 on: October 03, 2012, 05:35:33 pm »

Evil biome+volcano and possibly a surface water source (or aquifer). For minerals; maybe set the mineral scarcity lower so there's a chance it'll have a decent supply of goodies?

For mods, it might actually be best to avoid having too many. Succession games do appear to do better with fewer mods, although some mods can be ridiculously fun... Need to find something that is just plain fun...
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werty892

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Re: Another Gauging Interest Thread: Multi-race fortress
« Reply #20 on: October 03, 2012, 05:40:41 pm »

Please, No more evil forts. They are too mainstream. I say we pick the perfect embark site instead and make a mega ass awesome city. I'm kinda tiered of forts that fail epicly, I want too see one the succeeds!

GreatWyrmGold

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Re: Another Gauging Interest Thread: Multi-race fortress
« Reply #21 on: October 03, 2012, 06:43:12 pm »

Alright.

Volcano in a savage good forest, with tons of minerals and such, and access to all civs. Allow exploits, nay, REQUIRE them. Make every race OP in some way. Have fun, and never worry.
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IamanElfCollaborator

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Re: Another Gauging Interest Thread: Multi-race fortress
« Reply #22 on: October 04, 2012, 01:17:13 am »

Naturally skilled races?

GreatWyrmGold

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Re: Another Gauging Interest Thread: Multi-race fortress
« Reply #23 on: October 04, 2012, 06:35:09 am »

Sure.
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krisslanza

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Re: Another Gauging Interest Thread: Multi-race fortress
« Reply #24 on: October 04, 2012, 06:55:15 am »

Please, No more evil forts. They are too mainstream. I say we pick the perfect embark site instead and make a mega ass awesome city. I'm kinda tiered of forts that fail epicly, I want too see one the succeeds!

Succeeding at DF!? Madness! Succeeding is when you beat off your invaders and coat the land in their blood and gore!

IamanElfCollaborator

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Re: Another Gauging Interest Thread: Multi-race fortress
« Reply #25 on: October 04, 2012, 06:57:20 am »

Skill list:
Woodcrafters:elves, lizardmen, tikbalang, chimps, centaurs, antmen
Stonecrafters: dwarves, kobolds, automatons, minotaurs
Smiths: gnomes, humans, automatons, goblins
Hunters/fishers: merfolk, toad/frogmen, murlocs, centaurs
Farmers: fairies, elves, antmen, crundles
Soldiers: goblins, automatons, humans, trolls, stranglers,centaurs,werewolves, sekh dis'ii, naga
Crafters: humans, tikbalang, crundles
Doctors/alchemists:naga, dis'ii, moogles, kobolds, murlocs
Other: Foocubi, moogles, sekh dis'ii, chimps

Suggest any more skills and or alternate lists.

Eric Blank

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Re: Another Gauging Interest Thread: Multi-race fortress
« Reply #26 on: October 04, 2012, 11:28:18 am »

I think dwarves would replace humans in smithing, where humans would make excellent woodworkers given their cultural affinity for wood constructions and furniture.
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GreatWyrmGold

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Re: Another Gauging Interest Thread: Multi-race fortress
« Reply #27 on: October 04, 2012, 05:30:09 pm »

Agreed.
Also, chimps would be decent warriors and good hunters and herbalists; foocubi should be great traders and learn social skills well; moogles could be good at animal care and related skills; and what on Notearth are sekh dis'ii?
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Boozebeard

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Re: Another Gauging Interest Thread: Multi-race fortress
« Reply #28 on: October 05, 2012, 12:35:50 am »

Gremlins could be skilled in mechanics, in the fact that they love setting off everything you've ever built, ever.

The cheeky lil' bastards.
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IamanElfCollaborator

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Re: Another Gauging Interest Thread: Multi-race fortress
« Reply #29 on: October 05, 2012, 01:19:10 am »

Agreed.
Also, chimps would be decent warriors and good hunters and herbalists; foocubi should be great traders and learn social skills well; moogles could be good at animal care and related skills; and what on Notearth are sekh dis'ii?

Beetle men.

Also, I forgot to put the gremlins in.
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