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Author Topic: Temples of the People - experimental community fortress  (Read 2248 times)

ein

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Re: Temples of the People - experimental community fortress
« Reply #30 on: June 03, 2009, 11:06:07 pm »

What I've got is a one lever system where the mechanism is placed on a hatch cover. When the lever is pulled, the hatch cover opens instantly, the object falls, then there's the 100 step delay with the bridge before the object is annihilated.

Also, unless I somehow get one from a trader, no skeletal fish.

ousire

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Re: Temples of the People - experimental community fortress
« Reply #31 on: June 03, 2009, 11:14:11 pm »

ah, i understand now.

got any other ideas for my temple? or others temples?
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ein

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Re: Temples of the People - experimental community fortress
« Reply #32 on: June 03, 2009, 11:21:13 pm »

Honestly, I don't. I'm currently waiting for more traders to arrive so I can get another pick. While mining out the chasm, my miners got attacked by a giant mole. One of them fell into the abyss and the other one just lost his pick.

I guess I should start working on another temple. I have sacrificed 7 people from the immigrant wave though. That should hold the more vicious gods over until I can get more temples built.

ousire

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Re: Temples of the People - experimental community fortress
« Reply #33 on: June 04, 2009, 12:17:48 am »

you probably shouldnt do much sacrifices yet, not untill we got most of the temples built, and most of the infrastructure done
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ein

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Re: Temples of the People - experimental community fortress
« Reply #34 on: June 04, 2009, 10:55:05 pm »

They were useless anyway and I didn't have any seeds to start a farm so I didn't want to use too much food. Also, it was a good way to test my huge dropping chamber.

ousire

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Re: Temples of the People - experimental community fortress
« Reply #35 on: June 05, 2009, 12:07:39 am »

ah yes, gotta be sure the dropping chambers work  ;D
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Kel the Oblivious

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Re: Temples of the People - experimental community fortress
« Reply #36 on: June 05, 2009, 01:52:53 am »

Oooo! Build a sacrifice pit! It's where all the sacrifices to be are forced into until such time as their blood is needed. This way you can seperate the useless from the useful.

Plus, if you have them as soldiers, they can train up until their demise, that way if you have a tantrum spiral, you can just knock anyone who dies off as a sacrifice!
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ein

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Re: Temples of the People - experimental community fortress
« Reply #37 on: June 05, 2009, 04:08:13 am »

Hmm... like the holding chambers for a gladiator arena?
Sounds like a good plan.

ousire

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Re: Temples of the People - experimental community fortress
« Reply #38 on: June 05, 2009, 06:02:16 pm »

i approve of insane holding pit/gladiator arena!
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Jim Groovester

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Re: Temples of the People - experimental community fortress
« Reply #39 on: June 06, 2009, 12:35:27 am »

One of them fell into the abyss....

Damok thanks you for the offering but reminds you they are not required. The dwarf will be well taken care of by the void of senses and needs.
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I understood nothing, contributed nothing, but still got to win, so good game everybody else.

Heron TSG

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Re: Temples of the People - experimental community fortress
« Reply #40 on: June 07, 2009, 11:11:11 pm »

bumpage!
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ein

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Re: Temples of the People - experimental community fortress
« Reply #41 on: June 08, 2009, 12:28:25 am »

Sorry 'bout the lack of updates, I've been working on a mod.

ousire

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Re: Temples of the People - experimental community fortress
« Reply #42 on: June 08, 2009, 06:00:05 pm »

oh, what mod?
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ein

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Re: Temples of the People - experimental community fortress
« Reply #43 on: June 08, 2009, 06:39:10 pm »

It's a magic mod.
First though were some new entities/creatures with their own weapons and crap. Mostly nobles. The counts and dukes get a weapon called a mandate. It deals 9001 bludgeon damage. They also have ethics that put them at war with each other. Also, the philosophers always die out in worldgen.
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