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Author Topic: CraftedDreams - A 2-D Succession Fort  (Read 47164 times)

mastahcheese

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Re: CraftedDreams - A 2-D Succession Fort
« Reply #435 on: January 12, 2013, 11:03:23 pm »

Any immidiate pointers so I don't get invaded by demons?
Don't dig any further to the right


dont dig the god stone.
was its discovery even mentioned?
Nope, didn't even reach it.
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Might as well chalk it up to Pathos.
As this point we might as well invoke interpretive dance and call it a day.
The Derail Thread

Aseaheru

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Re: CraftedDreams - A 2-D Succession Fort
« Reply #436 on: January 12, 2013, 11:13:53 pm »

so how did the clowns show? i am confused.
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mastahcheese

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Re: CraftedDreams - A 2-D Succession Fort
« Reply #437 on: January 12, 2013, 11:22:49 pm »

I dug about 5 spaces to the right, and an eerie pit was there, and a message popped up announcing it, but it was there before the metals.

...Then the fortress got destroyed.
I thought I made sense the first time.
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Might as well chalk it up to Pathos.
As this point we might as well invoke interpretive dance and call it a day.
The Derail Thread

Aseaheru

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Re: CraftedDreams - A 2-D Succession Fort
« Reply #438 on: January 12, 2013, 11:24:19 pm »

i thought that the clowns came only from the metal...
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CaptainArchmage

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Re: CraftedDreams - A 2-D Succession Fort
« Reply #439 on: January 13, 2013, 10:11:53 am »

i thought that the clowns came only from the metal...

In this version, digging the metal starts a counter to end your fortress. The lesser demons come from the eerie glowing pits.

Basically, you should not dig any further into the mountain in the restart of the fortress.
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SanDiego

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Re: CraftedDreams - A 2-D Succession Fort
« Reply #440 on: January 13, 2013, 06:34:15 pm »

The pits are located between the magma flow and adamantine. They are scattered in such way, that it's virtually impossible to miss them while digging deeper.
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Lightningfalcon

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Re: CraftedDreams - A 2-D Succession Fort
« Reply #441 on: January 13, 2013, 07:03:50 pm »

Got everything downloaded, and will start playing tomorrow.  Can't get off FTL long enough to set it all up. 
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Quietust

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Re: CraftedDreams - A 2-D Succession Fort
« Reply #442 on: January 14, 2013, 07:24:29 am »

I've just made a new DFHack-23a build here - it now checks for the heap serialization patch (so it won't randomly crash) and it includes the plugin for adding Z-levels and stairs/ramps between them.
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CaptainArchmage

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Re: CraftedDreams - A 2-D Succession Fort
« Reply #443 on: January 14, 2013, 11:12:59 am »

I've just made a new DFHack-23a build here - it now checks for the heap serialization patch (so it won't randomly crash) and it includes the plugin for adding Z-levels and stairs/ramps between them.

This adds the z-levels above, rather than below, right? Also are wagons able to go up ramps? Are falling objects handled?
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Quietust

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Re: CraftedDreams - A 2-D Succession Fort
« Reply #444 on: January 14, 2013, 01:49:43 pm »

This adds the z-levels above, rather than below, right?
Correct - new Z-levels are always at the top of the map.

Also are wagons able to go up ramps?
They might, but if the road to your depot traverses ramps then the wagons won't even show up in the first place.

Are falling objects handled?
That depends on what you mean by "handled". I haven't tested anything with falling objects, but things like ammo striking a wall should fall down just fine (though ammo landing on top of a tree will likely not fall down when the tree is removed).
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It's amazing how dwarves can make a stack of bones completely waterproof and magmaproof.
It's amazing how they can make an entire floodgate out of the bones of 2 cats.

Mr Frog

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Re: CraftedDreams - A 2-D Succession Fort
« Reply #445 on: January 14, 2013, 05:26:12 pm »

Quick question: are we going to be using the extra-z-level thingy in any capacity here? I'd really rather not play my turn if so.
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Lightningfalcon

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Re: CraftedDreams - A 2-D Succession Fort
« Reply #446 on: January 14, 2013, 08:04:05 pm »

Is there any way to make the screen bigger?  I can't play without both of the optional screens up, and with the current resolution that leaves a 3*4 inch window up.

Got the save running without any problems.  I hope. 
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CaptainArchmage

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Re: CraftedDreams - A 2-D Succession Fort
« Reply #447 on: January 15, 2013, 08:42:23 am »

Is there any way to make the screen bigger?  I can't play without both of the optional screens up, and with the current resolution that leaves a 3*4 inch window up.

Got the save running without any problems.  I hope.

Are you running the version with DFhack? Probably the one sourced by Quietust recently.
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Quietust

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Re: CraftedDreams - A 2-D Succession Fort
« Reply #448 on: January 15, 2013, 09:14:07 am »

Is there any way to make the screen bigger?  I can't play without both of the optional screens up, and with the current resolution that leaves a 3*4 inch window up.
That depends on what you mean by "bigger" - the grid size is fixed at 80x25, so the only way to make the screen bigger is to zoom in (by specifying a larger window size in init.txt).
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It's amazing how dwarves can make a stack of bones completely waterproof and magmaproof.
It's amazing how they can make an entire floodgate out of the bones of 2 cats.

walberg

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Re: CraftedDreams - A 2-D Succession Fort
« Reply #449 on: January 16, 2013, 01:50:28 pm »

Also are wagons able to go up ramps?
They might, but if the road to your depot traverses ramps then the wagons won't even show up in the first place.

I don't think that's quite true, unless I'm not completely understanding what you are saying. I have a small plateau at the edge of my map that I've removed all ramps from except for a 7-wide path that descends three levels to the valley floor. I get wagons all the time that show up on top of the plateau and happily descend through the three levels of ramps and head for my trade depot - it's actually the only way they can get there - I've restricted all other paths. The only problem I've had with it is when one caravan is leaving and one arriving, since the pathing doesn't seem to consider possible obstructions on other z-levels, the wagons aren't smart enough to go around each other when they meet on the ramps...

Derp... nevermind - forgot this was an old version...
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