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Author Topic: Combined project - The world of traps and attractions  (Read 135108 times)

jplur

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Re: Combined project - The world of traps and attractions
« Reply #360 on: February 19, 2009, 10:54:05 pm »

Turn Complete!

traps_and_attractions.zip


I've added a major and minor site, plenty of fun to be had:




Developer notes:

Spoiler (click to show/hide)

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MC Dirty

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Re: Combined project - The world of traps and attractions
« Reply #361 on: February 20, 2009, 12:26:24 pm »

@xpCynic & Remalle: Yes!

@jplur: AWESOME!!! Thank you for participating in this thingamajig.
Qloos, it's your turn!
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Qloos

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Re: Combined project - The world of traps and attractions
« Reply #362 on: February 20, 2009, 09:55:55 pm »

I have begun my turn with full knowledge that those accursed traps don't work.
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Vactor

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Re: Combined project - The world of traps and attractions
« Reply #363 on: February 20, 2009, 10:12:39 pm »

Just a thought, if anyone starts one of these for the new version, perhaps make it in the form of a race or competition between 2 builders at a time.  While it would mean some participant's work wouldn't be in the final build, it would help solve the recurring drop outs (as if someone drops out, there is another person who has also been working on it), and would help motivate people to finish their projects quickly.
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inaluct

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Re: Combined project - The world of traps and attractions
« Reply #364 on: February 21, 2009, 01:22:47 am »

Or we could have a pool of possible participants. When someone finishes, the first person to post in gets to go next.
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jplur

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Re: Combined project - The world of traps and attractions
« Reply #365 on: February 21, 2009, 06:17:43 pm »

I second the pool idea.  If you claim it, you should be able to finish something in under a week.  This takes out the whole PM and wait routine.

I've been playing a bit of adventure mode. I haven't gotten into one site, but I cleaned up that little 'mess' to the east and was pretty happy with the reward. It's a very strange world.  No elf civs, but the few migrant groups seem to be at war with the humans. The goblins I created roam the world.  I need to write down their names, it seemed that my two macelords had become local rulers.

I wonder if it is possible to bring back proper dwarven/elven civilization.  I know migrants can join sites but I don't know if you could found a site for them to join.
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Cheshire Cat

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Re: Combined project - The world of traps and attractions
« Reply #366 on: February 22, 2009, 04:41:13 am »

well, i dont know how civ generation works, but flooding the world with migrants of all races should make things interesting.


kudos to finishing up jplur, this thread has had far too many "oh dear disaster skip me plz" events.

also, is it possible to play as a dwarf civ but add things to the raws to temporarily allow them to make weapons/armor that would not normally be allowed for dwarves?
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jplur

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Re: Combined project - The world of traps and attractions
« Reply #368 on: February 23, 2009, 03:33:01 pm »

Awesome!

I'll check it out soon.  I've been thinking of writing a little story through the eyes of an adventurer in this world.  Too bad most my adventurers get their throats torn out by wolves.
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Cheshire Cat

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Re: Combined project - The world of traps and attractions
« Reply #369 on: February 24, 2009, 01:29:41 am »

i hope i havent jumped the gun ahead of mc dirty, but i sent warlord a short pm drawing his attention to this thread. im impatient to move past people who may no longer have the time available to contribute, as most people put their names on the list ages ago. and that was a really fast turn there qloos, nice going.
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Warlord255

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Re: Combined project - The world of traps and attractions
« Reply #370 on: February 24, 2009, 10:11:50 am »

Thanks for the heads-up. I may have to put it off until Friday/the weekend, since I set today aside to work on sculpture.

If I transfer the saves/etc. to 40d9, will it still run?
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jplur

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Re: Combined project - The world of traps and attractions
« Reply #371 on: February 24, 2009, 03:27:50 pm »

If you can open the save file in 40d9 then it should be compatible.

Oh and MC Dirty can you put me on the list for another turn?
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Warlord255

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Re: Combined project - The world of traps and attractions
« Reply #372 on: February 25, 2009, 03:05:40 pm »

It runs in 40d9 just fine.

Now, onto business... what, precisely, are my constrictions for time, and how do I make my dwarves steroid-builders?
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MC Dirty

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Re: Combined project - The world of traps and attractions
« Reply #373 on: February 25, 2009, 04:18:14 pm »

<deleted>
« Last Edit: August 10, 2022, 09:54:51 pm by MC Dirty »
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Warlord255

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Re: Combined project - The world of traps and attractions
« Reply #374 on: February 25, 2009, 04:33:17 pm »

Constrictions for time: None that I know of, as long as you keep us updated to show that you're working on it. But keep in mind that a half-done ruin is still better than "Oh, I can't finish it, skip me!".
Steroid workers: Edit the dwarves' creature raws in the data (?) folder. They have [SPEED: 800] or something like that. Make the speed 1. Also, add [NODRINK], [NOEAT], [NOSLEEP], [NOPAIN] and [NOEXERT]. Maybe, the tags look a bit different, but I can't check right now. Your dwarves should be pretty badass. You can also heavily increase their size, making their punches extremely powerful and the attacks of wild animals practically useless. I think there are no clothes for their size then, but it shouldn't matter that much.
Don't forget to save a backup of the original raw file. Otherwise, you might forget some changes.
Smelter reactions are also a good choice, but that's too complicated for me to explain it right now.

Cool, thanks.

On the subject of the other attractions thus far;
Spoiler (click to show/hide)
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