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Poll

If we make a sequel should I let humans make steel in it?

Yes.
- 16 (80%)
No.
- 4 (20%)

Total Members Voted: 20


Pages: 1 ... 22 23 [24] 25 26 ... 53

Author Topic: Bridgedstreams: Human Fortress - (Players needed!)  (Read 99883 times)

Grim Portent

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Re: Bridgedstreams: Human Fortress - Governors Wanted
« Reply #345 on: October 24, 2013, 10:13:32 am »

Yeah I was thinking we'd need to start rolling the turn list back on itself due to the lack of players. Was going to put up a poll about it.

And right as I was typing this a new player asks for a turn. :P

I'll add you to the turn list. Nice to see more people giving our little town a look.

EDIT: If it's alright with you Splint I'll give Proto the turn after squidgens and you the turn after that.
« Last Edit: October 24, 2013, 10:15:20 am by Grim Portent »
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There once was a dwarf in a cave,
who many would consider brave.
With a head like a block
he went out for a sock,
his ass I won't bother to save.

Splint

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Re: Bridgedstreams: Human Fortress - Governors Wanted
« Reply #346 on: October 24, 2013, 10:20:08 am »

That's fine, I'm in no rush.

Karkov

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Re: Bridgedstreams: Human Fortress - Governors Wanted
« Reply #347 on: October 24, 2013, 02:45:24 pm »

Y'know what, I'll go ahead and take a turn I guess.  Hopefully I'll be done with Grandia II soon and will be able to drag myself back to the computer.  I can take it after Splint, though not much will probably be done during my turn.  I'll have to start practicing my writing skills again.

Grim Portent

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Re: Bridgedstreams: Human Fortress - Governors Wanted
« Reply #349 on: October 24, 2013, 04:14:00 pm »

Right, that's the turn list updated.
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There once was a dwarf in a cave,
who many would consider brave.
With a head like a block
he went out for a sock,
his ass I won't bother to save.

Proto105

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Re: Bridgedstreams: Human Fortress - Governors Wanted
« Reply #350 on: October 24, 2013, 05:03:32 pm »

How are those alternative governments (theocracy,  republic etc) going to work out?
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Grim Portent

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Re: Bridgedstreams: Human Fortress - Governors Wanted
« Reply #351 on: October 24, 2013, 05:31:41 pm »

They're ideas for any forts that are made later. So when Bridgedstreams ends, for whatever reason, we alter the RAWs to the selected governance and gen a new world for a sequel. The fort as it stands now is meant to be ruled by a monarchy, but since the civ is dead we have no monarch and therefore no appointed nobles.

Republic would be hard to do based on my knowledge, in essence we'd remove the normal nobles and replace them with [ELECTED] ones instead, but that does cause problems with making sure some positions aren't filled until certain prerequisites are met.

Theocracy would revolve around position based succession for the nobles. So lets say we make the Baron an Abbot instead, this would be appointed from among a noble type below it called Priest. All the religous nobles would be able to hold meetings with workers to help keep tantrums down. Other than that it would largely be a difference in overall fort design, building a cathedral of some sort rather than a village.

Warrior nobility is purely just making the current noble positions lead military squads as part of their duties so they can claim to rule through might-makes-right.
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There once was a dwarf in a cave,
who many would consider brave.
With a head like a block
he went out for a sock,
his ass I won't bother to save.

highmax28

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Re: Bridgedstreams: Human Fortress - Governors Wanted
« Reply #352 on: October 24, 2013, 10:13:27 pm »

Voted Warrior nobility, because the next one should be the exiled remnants of Bridgestreams who can't get a good group together so they fight for leadership
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just shot him with a balistic arrow, i think he will get stuned from that >.>

"Guardian" and Sigfriend Of Necrothreat
Jee wilikers, I think Highmax is near invulnerable, must have been dunked in the river styx like achilles was.
Just make sure he wears a boot.

squidgen

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Re: Bridgedstreams: Human Fortress - Governors Wanted
« Reply #353 on: October 24, 2013, 10:32:15 pm »

Okay, I have a problem. But at least I found out why my save isn't working. It appears all the files within the world are completely different than the ones that DF use. Or maybe it's just the way the launcher I use works. I guess I could try to use a copy of DF without the launcher tomorrow, but right now I have no time.
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highmax28

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Re: Bridgedstreams: Human Fortress - Governors Wanted
« Reply #354 on: October 24, 2013, 10:38:24 pm »

Okay, I have a problem. But at least I found out why my save isn't working. It appears all the files within the world are completely different than the ones that DF use. Or maybe it's just the way the launcher I use works. I guess I could try to use a copy of DF without the launcher tomorrow, but right now I have no time.
Mine worked fine, but I have it shoved in my game with fortress defense installed. Try getting a separate copy of DF, throw the mod into it and then try uploading the save into it.
Logged
just shot him with a balistic arrow, i think he will get stuned from that >.>

"Guardian" and Sigfriend Of Necrothreat
Jee wilikers, I think Highmax is near invulnerable, must have been dunked in the river styx like achilles was.
Just make sure he wears a boot.

Grim Portent

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Re: Bridgedstreams: Human Fortress - Governors Wanted
« Reply #355 on: October 25, 2013, 04:17:30 am »

I think I know what the problem is, I've looked at a copy of the current save and it's wrapped up in an extra folder for some reason. You need to move the folder named Bridgedstreams from inside the other folder named Bridgedstreams.
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There once was a dwarf in a cave,
who many would consider brave.
With a head like a block
he went out for a sock,
his ass I won't bother to save.

Fodientum

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Re: Bridgedstreams: Human Fortress - Governors Wanted
« Reply #356 on: October 25, 2013, 05:50:11 pm »

Hah, sorry. I would've asked for a turn, but like I said when I asked to be humanized, I think I'd make the game a little too fun for everyone's tastes because of extreme amounts of noobishness.
I still might ask for a turn eventually, but my computer tends to not cooperate with me on modding DF. I STILL could ask for a turn if we get into this situation again very soon for the sake of continuing the fort.
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Grim Portent

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Re: Bridgedstreams: Human Fortress - Governors Wanted
« Reply #357 on: October 27, 2013, 03:48:23 pm »

It's been three days since Squidgen mentioned he was having save problems and we've had no word since. Squidgen if you're reading this please tell us what's up.
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There once was a dwarf in a cave,
who many would consider brave.
With a head like a block
he went out for a sock,
his ass I won't bother to save.

squidgen

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Re: Bridgedstreams: Human Fortress - Governors Wanted
« Reply #358 on: October 28, 2013, 07:39:00 am »

I think I'm going to have to skip my turn. I haven't had much time to try and fix the save, and I don't have as much time to play as I first thought. Sorry for holding everyone up.
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Grim Portent

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Re: Bridgedstreams: Human Fortress - Governors Wanted
« Reply #359 on: October 28, 2013, 07:57:35 am »

Sorry to hear that squidgen. I guess that means that we roll over to Proto105.
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There once was a dwarf in a cave,
who many would consider brave.
With a head like a block
he went out for a sock,
his ass I won't bother to save.
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