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Author Topic: tradedwets: the themed succession fort turn 3  (Read 2993 times)

ICBM pilot

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tradedwets: the themed succession fort turn 3
« on: November 13, 2013, 03:30:37 pm »

1.because unique fortresses don't get many players when we are finished with the player list we go back to the beginning
2.when the fort falls we will start another fort there or somewhere else
3. all the normal rules
now for the extra rules
1. the way it will work is we decide on rules for each word in the dwarven dictionary and the name of the fortress decides which ones we follow
2. all animals will be train able for war and some will also be train able for hunting
3. no strategic cage trap placement

this will start when the new df version comes out or November 22

player list
me
shadowhammer
Woobmonkey
maskwolf4
« Last Edit: December 07, 2013, 05:10:13 pm by ICBM pilot »
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4maskwolf

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Re: themed succession fort interest check
« Reply #1 on: November 13, 2013, 06:38:31 pm »

I'll take a turn at this.

ICBM pilot

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Re: themed succession fort interest check
« Reply #2 on: November 14, 2013, 03:14:59 pm »

here are the new files raws
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ShadowHammer

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Re: tradedwets: the themed succession fort
« Reply #3 on: November 17, 2013, 10:47:17 pm »

Wait so there is a different rule for every word? Like, urist might mean kill all the elves, and Dumat could mean no woodcutting?

Sounds cool, could I join?
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4maskwolf

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Re: tradedwets: the themed succession fort
« Reply #4 on: November 17, 2013, 11:08:51 pm »

Okay, I have an idea for the special rules.
One: we must trade something with every caravan.
Two: if at all possible, we should try to garner all mechanical power from waterwheels.
Any other ideas?

ICBM pilot

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Re: tradedwets: the themed succession fort
« Reply #5 on: November 18, 2013, 12:03:32 am »

can I only find giant animals or animal men in untamed wilderness areas?
Wait so there is a different rule for every word? Like, urist might mean kill all the elves, and Dumat could mean no woodcutting? yes, but I was thinking rules related to what the word means

Sounds cool, could I join?
yes
Okay, I have an idea for the special rules.
One: we must trade something with every caravan.
Two: if at all possible, we should try to garner all mechanical power from waterwheels.
Any other ideas?
don't we need 10 power for waterwheels?
« Last Edit: November 18, 2013, 12:06:25 am by ICBM pilot »
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4maskwolf

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Re: tradedwets: the themed succession fort
« Reply #6 on: November 18, 2013, 12:07:30 am »

Waterwheels provide power. Like 80 or 100.

ICBM pilot

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Re: tradedwets: the themed succession fort
« Reply #7 on: November 18, 2013, 10:40:44 am »

They provide 100 power but they need 10 power so without a windmill you don't have any power.
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ICBM pilot

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Re: tradedwets: the themed succession fort
« Reply #8 on: November 19, 2013, 06:48:49 pm »

not many interesting things happened so far I found the aquifer 1 z level below the entrance, made a small pond, and missed every caravan.
what files do I upload?
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4maskwolf

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Re: tradedwets: the themed succession fort
« Reply #9 on: November 19, 2013, 07:04:51 pm »

Just upload the whole file from the save.  You'll have to turn it into a zip or rar file first.

ICBM pilot

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Re: tradedwets: the themed succession fort
« Reply #10 on: November 20, 2013, 10:30:28 pm »

I was wrong I didn't miss the dwarven caravan
plans for aquifer draining:
save:http://www.mediafire.com/?jnyn4wykdyeslmx
« Last Edit: November 21, 2013, 12:30:19 pm by ICBM pilot »
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4maskwolf

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Re: tradedwets: the themed succession fort turn 2
« Reply #11 on: November 20, 2013, 10:31:54 pm »

The link didn't link.

ICBM pilot

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Re: tradedwets: the themed succession fort turn 2
« Reply #12 on: November 21, 2013, 12:31:05 pm »

fixed it
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WoobMonkey

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Re: tradedwets: the themed succession fort turn 2
« Reply #13 on: November 21, 2013, 11:01:09 pm »

Did you guys end up hammering out the special rules?  I've been thinking of joining up, but I don't think I understand the OP very well.
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4maskwolf

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Re: tradedwets: the themed succession fort turn 2
« Reply #14 on: November 21, 2013, 11:02:35 pm »

We did for this one.  Basically, we need to trade something with every caravan.  That's the main rule.  Also, we have to do something creative with water.  That's up to us.
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