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Author Topic: Combined project - The world of traps and attractions  (Read 135019 times)

100killer9

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Re: Combined project - The world of traps and attractions
« Reply #690 on: December 04, 2009, 11:31:34 pm »

I've modded kobolds as playable. It requires strategy, since you never get armor, start with crap, and are so small that a cougar can kill you. Fun. But I can't play as anything but humans. This is the save the OP links to.
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Re: Combined project - The world of traps and attractions
« Reply #691 on: December 08, 2009, 02:46:54 pm »

I tested pressure plates, and various traps with normal settings, once with the init option on, then re-genned a world with the init option on, then with a fresh install and init setting on.

It. Does. Not. Work. This. Version. Please stop asking.

Quote from: jplur

    Will traps/pressure plates work in adventure mode in this version?
Quote
I don't think anything has changed there.  The main issue is cage traps locking the game up.  They need some sort of escape/starve-to-death interface.  There's also the matter of other traps being unavoidable.  If you don't have cage traps and don't care about not being able to disarm or avoid traps, you can turn the other ones on in the init, even in the current version.  I'm not sure when I'll get to the proper fixes for this.

I asked Toady about that in the "future of the fortress" thread.  Maybe it's something we should bring up again whenever the adventure mode gets some major work.
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darkflagrance

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Re: Combined project - The world of traps and attractions
« Reply #692 on: December 08, 2009, 11:05:41 pm »

^Actually, I posted to notify Toady that traps didn't work, and he said he'd get right onto it for the next release.
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The Legend of Tholtig Cryptbrain: 8000 dead elves and a cyclops

Tired of going decades without goblin sieges? Try The Fortress Defense Mod

CognitiveDissonance

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Re: Combined project - The world of traps and attractions
« Reply #693 on: December 18, 2009, 04:41:58 am »

Ladies and gentlemen, I may have a great use for your fort. My D&D group, and their quantum characters' untimely demise.
Let me download your masterpiece, and enjoy!

Any objections?

EDIT: Also, is there a guide to what's what?
« Last Edit: December 18, 2009, 04:47:16 am by CognitiveDissonance »
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zchris13

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Re: Combined project - The world of traps and attractions
« Reply #694 on: December 18, 2009, 06:57:12 pm »

It's mostly just death.  There is a little bit of doom, so watch out.
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EagleV

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Re: Combined project - The world of traps and attractions
« Reply #695 on: December 19, 2009, 06:17:31 am »

Can I join in after whoever is the last one on the list? I have some ideas.
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Zeffrin

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Re: Combined project - The world of traps and attractions
« Reply #696 on: December 20, 2009, 05:10:58 am »

Replying to this thread to show my support!
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KenboCalrissian

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Re: Combined project - The world of traps and attractions
« Reply #697 on: January 20, 2010, 01:00:37 pm »

Still playing these off and on... that maze fortress in the south-west is evil in a passive-aggressive sort of way.  I thought I searched every corner, but in hindsight I suddenly realized that I pulled a lever that seemed to do nothing, and I also didn't find the source of the adamantine... maybe there was a second section?  Pretty sure I cleared everything I could from within the tower of solid gold, but I guess not...

Currently trudging through what appears to be an all above-ground fortress... but I've crossed a traumatized elf, and it takes 20 minutes real-time to rest there for 8 hours, so I'm assuming there's something lurking beneath the ground lagging things up. 

I shouldn't have any trouble, though - my axeman is currently wielding an adamantine battleaxe in each hand, and a total of eight adamantine shields, four to each hand, courtesy of that maze fort.
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silhouette

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Re: Combined project - The world of traps and attractions
« Reply #698 on: January 20, 2010, 05:47:39 pm »

Replying to this thread to show my support!
Support is being showed.
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Deon

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Re: Combined project - The world of traps and attractions
« Reply #699 on: January 21, 2010, 01:13:10 pm »

So where's Grimlocke?
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Grimlocke

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Re: Combined project - The world of traps and attractions
« Reply #700 on: January 23, 2010, 11:35:53 pm »

Hmm, I was under the impression someone else was allready working on this.

Well I could make something, but im not sure if its worth the work so close before the release.
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I make Grimlocke's History & Realism Mods. Its got poleaxes, sturdy joints and bloomeries. Now compatible with DF Revised!

Deon

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Re: Combined project - The world of traps and attractions
« Reply #701 on: January 24, 2010, 12:18:14 am »

How close? We don't really know. It's worth the work :).
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darkflagrance

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Re: Combined project - The world of traps and attractions
« Reply #702 on: January 24, 2010, 12:34:16 am »

Hmm, I was under the impression someone else was allready working on this.

Well I could make something, but im not sure if its worth the work so close before the release.

Considering all the work that has already gone into this world, I'd be surprised if people didn't play it even after the release.
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...as if nothing really matters...
   
The Legend of Tholtig Cryptbrain: 8000 dead elves and a cyclops

Tired of going decades without goblin sieges? Try The Fortress Defense Mod

Grimlocke

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Re: Combined project - The world of traps and attractions
« Reply #703 on: January 24, 2010, 06:31:20 am »

Allright, started with something new as the old attempt didnt realy work out. I think you will like it, but I spoiler none ;)

My first attempt went a bit wrong with all but 1 of my dwarves dying as soon as a blizzar started! This world must be a cold one...

Well no matter. Trying again with colddam:9500

EDIT: ok, finished the first part. Also found you can actualy attach different fortresses to eachother. Cool stuff.
« Last Edit: January 25, 2010, 02:02:20 am by Grimlocke »
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I make Grimlocke's History & Realism Mods. Its got poleaxes, sturdy joints and bloomeries. Now compatible with DF Revised!

Doomshifter

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Re: Combined project - The world of traps and attractions
« Reply #704 on: January 25, 2010, 03:15:40 pm »

Hey, can I take the next turn? I don't see anyone else lined up...

COLD damage prevention... I knew my superdwarf template was missing something...
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