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Author Topic: DF2014: The Succession World - Time To Strike The Earth  (Read 21186 times)

mastahcheese

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Re: DF2014: The Succession World - Time To Strike The Earth
« Reply #15 on: September 25, 2014, 02:10:53 pm »

I don't think you can turn them off, no...

Anyone up for making a shitload of taverns, a day's travel apart from each other?
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WillowLuman

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Re: DF2014: The Succession World - Time To Strike The Earth
« Reply #16 on: September 25, 2014, 02:25:38 pm »

You can always regen the world with the same seed, it's not like we've started playing yet. Just change that one parameter and the maps should look the same.
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mastahcheese

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Re: DF2014: The Succession World - Time To Strike The Earth
« Reply #17 on: September 25, 2014, 02:49:46 pm »

You can always regen the world with the same seed, it's not like we've started playing yet. Just change that one parameter and the maps should look the same.
+1, I forgot you can do this.
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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.
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Glloyd

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Re: DF2014: The Succession World - Time To Strike The Earth
« Reply #18 on: September 25, 2014, 02:56:21 pm »

You can always regen the world with the same seed, it's not like we've started playing yet. Just change that one parameter and the maps should look the same.

True, I'll do that now.

EDIT: It's done. Civs are different, so I'll be uploading different maps soon. I added the world map to the second post, so check it out. Count my turn as starting now.
« Last Edit: September 25, 2014, 03:14:00 pm by Glloyd »
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Redzephyr01

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Re: DF2014: The Succession World - Time To Strike The Earth
« Reply #19 on: September 25, 2014, 03:22:51 pm »

Posting to watch.
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Plancky

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Re: DF2014: The Succession World - Time To Strike The Earth
« Reply #20 on: September 25, 2014, 03:59:19 pm »

Yay!!!!

NCommander

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Re: DF2014: The Succession World - Time To Strike The Earth
« Reply #21 on: September 25, 2014, 04:25:42 pm »

I'm in for this, might even try running an adventurer once we have a few forts down and posting stories. Any issue if we build human/elf/goblin settlements (goblins and humans MOSTLY work out of the box once you add/move CIV_SELECTABLE. Elves have issues, since they're missing almost all the reactions).

Been semi-tempted to try and level up an adventurer to the point they can clean out a vault :-)
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Timeless Bob

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Re: DF2014: The Succession World - Time To Strike The Earth
« Reply #22 on: September 25, 2014, 05:23:14 pm »

Time for that multi-embark minecart railroad from one fortress to another - I've already experimented with that, and have coasted through three 2x16 embarks on an elevated rail powered by windmills.  Mwahahahahaha!
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WillowLuman

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Re: DF2014: The Succession World - Time To Strike The Earth
« Reply #23 on: September 25, 2014, 05:28:39 pm »

I don't know if he modded the civs to be playable. We may have had some very minor mods planned (4 main civs playable in fort mode, cavern tribes get outsider adventure play), but I don't remember.
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Timeless Bob

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Re: DF2014: The Succession World - Time To Strike The Earth
« Reply #24 on: September 25, 2014, 06:00:52 pm »

I don't know if he modded the civs to be playable. We may have had some very minor mods planned (4 main civs playable in fort mode, cavern tribes get outsider adventure play), but I don't remember.

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WillowLuman

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Re: DF2014: The Succession World - Time To Strike The Earth
« Reply #25 on: September 25, 2014, 06:15:55 pm »

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Glloyd

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Re: DF2014: The Succession World - Time To Strike The Earth
« Reply #26 on: September 25, 2014, 07:49:03 pm »

On the old thread, I'm pretty sure we had a poll to say whether the world should be modded or not, and it was a no. I think something like wanting to play as other civs shouldn't be an issue though, unless people really don't want that in? Just remember that the world's been genned, so any mods that require a regen aren't going to happen.

MDFification

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Re: DF2014: The Succession World - Time To Strike The Earth
« Reply #27 on: September 25, 2014, 08:31:04 pm »

Time for that multi-embark minecart railroad from one fortress to another - I've already experimented with that, and have coasted through three 2x16 embarks on an elevated rail powered by windmills.  Mwahahahahaha!

I vote we do something like this on an island that gets gradually more and more settled until it's basically a single gigantic city; the CITY OF DORF
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WillowLuman

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Re: DF2014: The Succession World - Time To Strike The Earth
« Reply #28 on: September 25, 2014, 08:50:47 pm »

Or, using the magical power of dfHack embark, overlap long embarks to create a bridge to the mainland.
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Timeless Bob

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Re: DF2014: The Succession World - Time To Strike The Earth
« Reply #29 on: September 25, 2014, 09:55:05 pm »

Or, using the magical power of dfHack embark, overlap long embarks to create a bridge to the mainland.

Can DFHack cause an embark to be entirely frozen year round?  If so, we could build a series of embarks that are long causeways between continents - that would be a fun endeavor.
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