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Cant get rid of this

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Total Members Voted: 0

Voting closed: April 06, 2013, 08:55:48 pm


Pages: 1 ... 3 4 [5] 6 7 ... 23

Author Topic: ☼Masterwork Succession Fortress: Exultationhexxed - Who needs migrants!☼  (Read 66063 times)

The Master

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Re: Sucession Fortress: No name yet.
« Reply #60 on: April 06, 2013, 09:51:07 pm »

Oh shoot guys. I didn't know that you didn't want me to embark! want me to regen then give it to you guys?

Personally, i'd like to keep the embark, but it's up to you guys, you're the ones playing it for the first six turns until I come in!
« Last Edit: April 06, 2013, 10:08:07 pm by The Master »
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CaptainArchmage

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Re: Sucession Fortress: No name yet.
« Reply #61 on: April 06, 2013, 10:19:59 pm »

If you have the embark already, I think we can probably hack what we want in, in. I'm interested in The Master's view of a good embark.
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The Master

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Re: Sucession Fortress: Savantmerchants
« Reply #62 on: April 06, 2013, 10:30:15 pm »

Masterwork Dwarf Fortress is basically fortress defense I believe, anyway, I set in the settings for elephants to be siegers, so this should get very interesting later on.
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CaptainArchmage

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Re: Sucession Fortress: Savantmerchants
« Reply #63 on: April 06, 2013, 10:30:44 pm »

Masterwork Dwarf Fortress is basically fortress defense I believe, anyway, I set in the settings for elephants to be siegers, so this should get very interesting later on.

OK, what were the other settings for Masterwork?
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The Master

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Re: Sucession Fortress: Savantmerchants
« Reply #64 on: April 06, 2013, 10:36:13 pm »

Masterwork Dwarf Fortress is basically fortress defense I believe, anyway, I set in the settings for elephants to be siegers, so this should get very interesting later on.

OK, what were the other settings for Masterwork?
There's tons of settings, I suggest you look at the mod page. http://www.bay12forums.com/smf/index.php?topic=98196.0
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Jakob

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Re: Sucession Fortress: Savantmerchants
« Reply #65 on: April 06, 2013, 11:28:42 pm »

Masterwork Dwarf Fortress is basically fortress defense I believe, anyway, I set in the settings for elephants to be siegers, so this should get very interesting later on.

Uh, MW adds boat loads more than just FD.
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The Master

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Re: Sucession Fortress: Savantmerchants
« Reply #66 on: April 06, 2013, 11:38:48 pm »

Masterwork Dwarf Fortress is basically fortress defense I believe, anyway, I set in the settings for elephants to be siegers, so this should get very interesting later on.

Uh, MW adds boat loads more than just FD.
I realize that, I couldn't find the actual fortress defense, so I used Masterwork. I've used masterwork a lot in the past.
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Jakob

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Re: Sucession Fortress: Savantmerchants
« Reply #67 on: April 07, 2013, 01:40:46 am »

Sans any other features?
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Orange Wizard

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Re: Sucession Fortress: Savantmerchants
« Reply #68 on: April 07, 2013, 03:45:56 am »

    Hm. Guys, why can't we just use Vanilla DF + my mod nonsense?
    Mind you, I personally don't like Masterwork DF, so I'm biased :P.

    As such, I'm going to start work on my Noble Elephantine Madness Mod (NEMM) (as per earlier posts) from an unmodified copy of the game. This could be added later to a copy of Masterwork DF, to make a ☼NEMM☼.
    Nonetheless, I can add some Masterwork (or even Civilisation Forge features from Syrupleaf) to NEMM separately, making me happier and the whole process a lot more simple.

    Actually, could we have a poll, please, Master?
    Something like...

    ... ahem ...

    How should we mod the new world?
    • Just Insanity's NEMM (Noble Elephantine Madness Mod) (simple)
    • Insanity's NEMM added to Masterwork DF (slightly less simple)
    • Some features from Masterwork / Civilisation Forge added to NEMM (most versatile)
    • Just Masterwork (more simple)
    • No mods (incredibly simple)
    • Other
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The Master

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Re: Sucession Fortress: Savantmerchants
« Reply #69 on: April 07, 2013, 08:31:02 am »

I created the poll you requested, but I can't open the voting for some reason.
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Hugo_The_Dwarf

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Re: Sucession Fortress: Savantmerchants
« Reply #70 on: April 07, 2013, 11:09:46 am »

is the voting locked? or did you have a timer, and it simply expired really fast
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The Master

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Re: Sucession Fortress: Savantmerchants
« Reply #71 on: April 07, 2013, 12:39:50 pm »

there's no option to allow people to vote again.
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Hush, little Asea, don't you cry.
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CognitiveDissonance

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Re: Sucession Fortress: Savantmerchants
« Reply #72 on: April 07, 2013, 12:48:20 pm »

Voting is:

Voting closed: April 06, 2013, 08:55:48 pm

Set the date ahead, that should work
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The Master

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Re: Sucession Fortress: Savantmerchants
« Reply #73 on: April 07, 2013, 02:04:26 pm »

Voting is:

Voting closed: April 06, 2013, 08:55:48 pm

Set the date ahead, that should work
http://prntscr.com/zn3iv
There's no option to do so.
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gchristopher

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Re: Sucession Fortress: Savantmerchants
« Reply #74 on: April 07, 2013, 02:14:17 pm »

Not sure what's going on, but if you end up wanting biomes moved around for a better embark, tweaks to geology, elevations, rivers, or prefer any particular evil weather, drop me a PM after world gen, but before embark. That's all possible through world.dat editing and dfhack.
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