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Author Topic: Combined project - The world of traps and attractions  (Read 135021 times)

Huggz

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Re: Combined project - The world of traps and attractions
« Reply #645 on: October 14, 2009, 04:04:55 pm »

If I want to play this on my version of DF what do I need to move over to it?? I tried just the save but got a reaction missing error, I really want to play it but I am used to my tileset and I find the standard one really difficult to understand :P
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Proper English will make people take you more serious.
In order to improve the universe's frame rate, we must all throw rocks into volcanoes and then do absolutely nothing, worldwide, for a week, to take pressure off pathfinding.

Skid

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Re: Combined project - The world of traps and attractions
« Reply #646 on: October 15, 2009, 11:50:05 am »

Just copy the graphics section of init.txt and art folders over to the Combined Project copy of DF.
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Playing a cheesemaker in an average Fortress 'round here would be. Freaking. Terrifying.

Huggz

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Re: Combined project - The world of traps and attractions
« Reply #647 on: October 15, 2009, 01:40:58 pm »

Just got it working, had to copyover my Graphics set too. Loving it, but I have to say whoever made the
Spoiler (click to show/hide)
is a bastard :P
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Proper English will make people take you more serious.
In order to improve the universe's frame rate, we must all throw rocks into volcanoes and then do absolutely nothing, worldwide, for a week, to take pressure off pathfinding.

Sensei

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Re: Combined project - The world of traps and attractions
« Reply #648 on: October 15, 2009, 08:29:26 pm »

Why? My adventurer did fine there.
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Huggz

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Re: Combined project - The world of traps and attractions
« Reply #649 on: October 16, 2009, 01:41:09 am »

But I just started, saw a dungeon place and went there, and got my spleen ripped out then slowly bled and vomited to death while having my limbs broken one by one :(
Is there anywhere that tells you a summary of all of the dungeons made so far, because I dont fancy reading 44 pages to find it...
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Proper English will make people take you more serious.
In order to improve the universe's frame rate, we must all throw rocks into volcanoes and then do absolutely nothing, worldwide, for a week, to take pressure off pathfinding.

Skid

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Re: Combined project - The world of traps and attractions
« Reply #650 on: October 16, 2009, 03:04:20 pm »

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Playing a cheesemaker in an average Fortress 'round here would be. Freaking. Terrifying.

Sensei

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Re: Combined project - The world of traps and attractions
« Reply #651 on: October 16, 2009, 04:47:19 pm »

I don't remember what mine was called, but it's south of the human town, and the fort itself is in the bottom left corner of the territory. It's mostly a puzzle fort, way smaller than I wanted it to be because I was sick at the time. There's not even a ton of treasure in there, but rest assured your spleen will remain intact.
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RAM

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Re: Combined project - The world of traps and attractions
« Reply #652 on: October 16, 2009, 07:04:23 pm »

There should be a few like that, if they all have adamantine artefacts and demon pits then it will require hours worth of training before you can do anything and you won't have any gear upgrades to look forward to...
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Roundabout Lout

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Re: Combined project - The world of traps and attractions
« Reply #653 on: October 17, 2009, 03:14:50 pm »


Clashedpalace, Incomplete. Only a golden bridge really, with leftover workshops in the northeast. Nothing to see here, honestly.


I guess nobody found the secret entrance that leads to the inside of the golden tower. Not like there's anything in there, sadly. I'd like to finish Clashedpalace when nobody's working on a fort. Need a little time to remember what I had planned for it.
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Overspeculated

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Re: Combined project - The world of traps and attractions
« Reply #654 on: October 18, 2009, 01:58:35 pm »

This is going to be my first adventure mode game ever. However I only seem to have the options of: starting as a human in play now, resuming as a retired adventurer or starting as a human in some town. I should pick the retired adventurer right? (He is missing his right eye too, which is cool).

Also, if people are having trouble converting to mac, I can upload my conversion.
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Vlynndar

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Re: Combined project - The world of traps and attractions
« Reply #655 on: October 29, 2009, 04:19:22 pm »

This is going to be my first adventure mode game ever. However I only seem to have the options of: starting as a human in play now, resuming as a retired adventurer or starting as a human in some town. I should pick the retired adventurer right? (He is missing his right eye too, which is cool).

Also, if people are having trouble converting to mac, I can upload my conversion.

How's it working out for you?
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HAMMERMILL

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Re: Combined project - The world of traps and attractions
« Reply #656 on: October 30, 2009, 03:38:44 pm »

One idea that could be fun is to simply make a 200 dorf fort and train them all as soldiers, and conscript them all right before you abandon the fortress.

All 200 dorf soldiers will pour out into the countryside, wondering around in a group on the world map, so you can hack them apart with an adventurer. There is rarely any better challenge then to fight through an entire dwarven army, especially with ledgendary dwarves with good equipment.

Another idea, there should be a fort with cave river creatures, one built around a cave river. Everytime I see a crowded underground river I have this urge to slice them apart with an axe-weilding adventurer.
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Sensei

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Re: Combined project - The world of traps and attractions
« Reply #657 on: October 30, 2009, 06:50:08 pm »

Hum. Will soldiers maintain any semblance of their squads after the fort falls, or is that data just lost?
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darkflagrance

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Re: Combined project - The world of traps and attractions
« Reply #658 on: October 31, 2009, 05:22:28 am »

Another idea, there should be a fort with cave river creatures, one built around a cave river. Everytime I see a crowded underground river I have this urge to slice them apart with an axe-weilding adventurer.

I've found that the best way to do this was via reclaims. I multiplied my giant cave spiders fourfold this way. Shame about the hidden magma pipe though.
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...as if nothing really matters...
   
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HAMMERMILL

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Re: Combined project - The world of traps and attractions
« Reply #659 on: November 01, 2009, 05:59:37 pm »

Hum. Will soldiers maintain any semblance of their squads after the fort falls, or is that data just lost?

No, they don't seem to organize in their old squads, all the members of the fortress are scattered about like you see with all migrant groups on the world map.

Although, game apparently tracks alot of other data. Dorfs will tell you about their family, and will still hold their job descriptions, including the mayor, ect. Cave-adapted dorfs will be nausated and vomiting, some of them will be hauling barrels of booze or food if they were eating when you hit abandon. Also, all of the wardogs and puppies in my fortress were with the group as well.

One champion I attacked was still weilding a backpack she wrestled off somebody before I abonded. She prompty beat my adventurer into an unrecognizable mass with said backpack...
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