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Author Topic: Save your fort as a permanent site  (Read 726 times)

SolarShado

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Save your fort as a permanent site
« on: November 27, 2008, 01:40:47 am »

Shouldn't be hard. Just add another way to "finish" fortress mode to go with abandon and lose: Save (or something).

Whatever the name, keep the site and all excavated minerals. Like bauxite. So you can start a fort, dig to bauxite and after you "save and leave" you're civ has access to bauxite. Of course, this'd work with any other stone types you find.
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Foa

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Re: Save your fort as a permanent site
« Reply #1 on: November 27, 2008, 01:55:21 am »

So you want to save a fort as an entity site?

That sells all of it's available materials, like it has a revealed shiny sp it sells addy, bone meal, demons, then it has stray animals, and feral animals of a certain type so they sell things are locally known animal related, then it has access to blah blah blah, so it sells miscellaneous blah blah blah related things.

Are you trying to make the game with more available materials from more than one source?
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SolarShado

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Re: Save your fort as a permanent site
« Reply #2 on: November 27, 2008, 01:59:25 am »

Primarily, I was thinking that it'd make it alot easier to get bauxite stones on a map with magma, but the possibilities are much greater.

If you think about it, why do player forts collapse when we abandon them? Sites from world gen survive fine, so why can't our dwarves survive without us?
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TrombonistAndrew

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Re: Save your fort as a permanent site
« Reply #3 on: November 27, 2008, 06:43:21 am »

I suspect this idea can be implemented when Toady gets the caravan arc going.
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Cles

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Re: Save your fort as a permanent site
« Reply #4 on: November 27, 2008, 11:46:50 pm »

My world generated with no kobold civs while I was playing Kobold Camp. I didn't get any trading caravans or migrans. I hoped there would be a way to repopulate the poor race. ):>
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