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Poll

Should we mod the new world?

No
- 121 (60.5%)
Yes
- 79 (39.5%)

Total Members Voted: 200


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Author Topic: DF2014: The Succession World! At Long Last!  (Read 109602 times)

mastahcheese

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Re: DF2013: The Succession World?
« Reply #675 on: November 17, 2013, 07:54:43 pm »

I'm planning on making a fort, and filling it with vampires.
The retire it so that the next person to make a fortress will get flooded with vampire immigrants.
Bwahahahha.

Then steal a necromancer slab and make 40 necromancer dwarf adventurers and retire them.
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Oh look, I have a steam account.
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

FireCrazy

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Re: DF2013: The Succession World?
« Reply #676 on: November 18, 2013, 03:53:03 am »

I could create my own necromancer tower, and create some necromancer adventurers and retire in the necromancer fort/tower. Then occasionally attack nearby hamlets and towns, and maybe other fortresses.
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Lolfail0009

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Re: DF2013: The Succession World?
« Reply #677 on: November 18, 2013, 03:59:26 am »

I'll create a fort filled with twisted passages and horrific machinery...
But no pigs. No pigs. Maybe no dwarves by the end of it :P

WillowLuman

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Re: DF2013: The Succession World?
« Reply #678 on: November 18, 2013, 05:06:11 pm »

I'll create a fort filled with twisted passages and horrific machinery...
But no pigs. No pigs. Maybe no dwarves by the end of it :P

It's hard to replicate Amnesia in a top-down game, you know.
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Dwarf Souls: Prepare to Mine
Keep Me Safe - A Girl and Her Computer (Illustrated Game)
Darkest Garden - Illustrated game. - What mysteries lie in the abandoned dark?

Lolfail0009

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Re: DF2013: The Succession World?
« Reply #679 on: November 18, 2013, 07:25:41 pm »

I'll create a fort filled with twisted passages and horrific machinery...
But no pigs. No pigs. Maybe no dwarves by the end of it :P

It's hard to replicate Amnesia in a top-down game, you know.

Yeah, we need to tone down the insanity a bit...

Well, If I abandon and reclaim after a few FBs get in, then it's dark with monsters about.

mastahcheese

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Re: DF2013: The Succession World?
« Reply #680 on: November 19, 2013, 01:34:57 am »

After like the first 6 turns or so, every migrant wave will be filled with vampires, necromancers, were-beasts, and dwarves that are actively on fire.

It will be glorious.
And there will probably be a dozen dwarf babies that have killed a titan from the day they were born.
Logged
Oh look, I have a steam account.
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

WillowLuman

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Re: DF2013: The Succession World?
« Reply #681 on: November 19, 2013, 01:45:38 pm »

By being thrown at it, of course.
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Dwarf Souls: Prepare to Mine
Keep Me Safe - A Girl and Her Computer (Illustrated Game)
Darkest Garden - Illustrated game. - What mysteries lie in the abandoned dark?

Mesa

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Re: DF2013: The Succession World?
« Reply #682 on: November 19, 2013, 04:31:58 pm »

Some people are underestimating the importance of this update from a succession gaming standpoint, I have a feeling.
I mean, this is pretty much the closest we'll ever get to real-time multiplayer, right? (excluding stuff like inter-world travel, maybe)

Which gets me that much more hyped, being able to visit Boatmurdered wannabe forts and all.
And bring in some stuff should you guys need it. :)

Aaanyway, the hype has long ago killed me now...
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StLeibowitz

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Re: DF2013: The Succession World?
« Reply #683 on: November 19, 2013, 06:39:20 pm »

After like the first 6 turns or so, every migrant wave will be filled with vampires, necromancers, were-beasts, and dwarves that are actively on fire.

As opposed to passively on fire?
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Generally, when one is conducting an experiment, it is worth noting that the observers went insane, killed each other, and then rose from the dead.
It's like DF inhaled a peanut.

wer6

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Re: DF2013: The Succession World?
« Reply #684 on: November 19, 2013, 10:08:41 pm »

so...err... my fort is gonna be ... err... NORMAL! as NORMAL AS POSSIBLE! no science will be conducted, no insane people, and especially no dwarfs aloud, ill modd the raws to allows elves to be able to build forts and then everything got set on fire by the dwarfs again, damn.
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Mesa

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Re: DF2013: The Succession World?
« Reply #685 on: November 23, 2013, 07:00:27 am »

I guess the answer is yes, but someone remind me - does retiring as an adventurer in a retired (e) fort make you a citizen of that fort when switching to fortress mode? (and can companions retire, too?)

Because if so, then it could easily result in some nifty symbiosis of sorts.
Of course people probably have much better ideas than that, but still.
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FireCrazy

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Re: DF2013: The Succession World?
« Reply #686 on: November 23, 2013, 07:42:23 pm »

I think so, from what I can remember in one of the DF Talks.
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wer6

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Re: DF2013: The Succession World?
« Reply #687 on: November 23, 2013, 09:25:53 pm »

< builds huge wall around fort, making sure no  evil adventurerers come in and science up the place/ burn to ground.
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mastahcheese

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Re: DF2013: The Succession World?
« Reply #688 on: November 23, 2013, 10:16:06 pm »

I guess the answer is yes, but someone remind me - does retiring as an adventurer in a retired (e) fort make you a citizen of that fort when switching to fortress mode? (and can companions retire, too?)

Because if so, then it could easily result in some nifty symbiosis of sorts.
Of course people probably have much better ideas than that, but still.
I think so, from what I can remember in one of the DF Talks.

I also think so, I'm pretty sure it was mentioned that this was going to be possible.
Logged
Oh look, I have a steam account.
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

Ruhn

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Re: DF2013: The Succession World?
« Reply #689 on: November 23, 2013, 10:43:41 pm »

< builds huge wall around fort, making sure no  evil adventurers come in and science up the place/ burn to ground.

I had a similar idea.  Doing a bunch of 1x5 embarks around a main fortress and building walls.  I think it will have in impact on invading armies?  Either they wouldn't be able to target the utopia inside for attacks, or they would have to fight through the outer fortress gates.

In a future release it would be cool to get alerts if nearby settlements are sieged, or fall.
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