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Author Topic: Tunnels = new possibilities?  (Read 2040 times)

uberubert

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Tunnels = new possibilities?
« on: March 22, 2008, 08:42:00 am »

So if I understood the new road-system correctly, it also involves tunnels through mountains, right?
This would mean that adventurers can walk through mountains, which is cool. But will this also mean that mountain-tops are now fortress-able?

I mean, as of now, you cannot build on top of a mountain. But if you tunneled your way to the top, shouldn't you be able to start a fortress there then?

Anyways, the new road-system looks awesome ^^

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Gaulgath

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Re: Tunnels = new possibilities?
« Reply #1 on: March 22, 2008, 08:51:00 am »

As of now, the inner mountain tiles are still not accessible. Toady says he's not sure how or when he will handle this.
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Asehujiko

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Re: Tunnels = new possibilities?
« Reply #2 on: March 22, 2008, 09:31:00 am »

Need to include a tunnel tile in embark selection similar to the non-mountain tile now? Then start inside the tunnel. However, most tunnels are approx 150 z levels below the surface, atleast deep in the mountains.
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Crushy

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Re: Tunnels = new possibilities?
« Reply #3 on: March 22, 2008, 10:24:00 am »

Slightly off-topic but aren't tunnels way too hard for a "medieval" society? Even in Tolkien's mythology the only tunnels I remember are dwarf-made.

Having an AI fort inside a mountain tunnel would be awesome and make more sense  :)

I just had a neat idea though: At world gen designate an area as a "quest area". Players who chose this area to play in (it's non-resizable) would have to make a wagon acess from one side of the map to the other.

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Untelligent

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Re: Tunnels = new possibilities?
« Reply #4 on: March 22, 2008, 01:37:00 pm »

How are tunnels "way too hard" for a medieval society? I make tunnels all the time  when I play DF.

And this game already has dwarfs, so that solves the second problem.

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Zironic

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Re: Tunnels = new possibilities?
« Reply #5 on: March 22, 2008, 01:39:00 pm »

Getting through the hardrock. But the dwarfs can mine things like bauxite - it should be no problem.
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brainfire

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Re: Tunnels = new possibilities?
« Reply #6 on: March 22, 2008, 03:56:00 pm »

Being able to embark to a deep underground tunnel would be awesome. Especially if it was possible to tell when the tunnel bridges over/under a cave river.
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numerobis

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Re: Tunnels = new possibilities?
« Reply #7 on: March 22, 2008, 04:27:00 pm »

quote:
Originally posted by Crushy:
<STRONG>Slightly off-topic but aren't tunnels way too hard for a "medieval" society? Even in Tolkien's mythology the only tunnels I remember are dwarf-made.</STRONG>

The only tunnels in the upcoming DF are dwarf- or goblin-made.

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Pandarsenic

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Re: Tunnels = new possibilities?
« Reply #8 on: March 22, 2008, 04:32:00 pm »

quote:
Originally posted by Crushy:
<STRONG>Slightly off-topic but aren't tunnels way too hard for a "medieval" society? Even in Tolkien's mythology the only tunnels I remember are dwarf-made.</STRONG>

Now let's think about that for a moment.

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SHAD0Wdump

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Re: Tunnels = new possibilities?
« Reply #9 on: March 22, 2008, 07:39:00 pm »

What if by embarking into a high section of mountain,you start with less points to equip your dwarves?
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Hague

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Re: Tunnels = new possibilities?
« Reply #10 on: March 23, 2008, 01:04:00 am »

I suspect that there are many new raw settings for how civilizations set up transit highways. What would be neat is building a city around a mountain tunnel. Like a massive crossroads city where 4 tunnels meet between 4 Mountainhomes.
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