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Author Topic: What makes a story great?  (Read 3704 times)

Kagus

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Re: What makes a story great?
« Reply #15 on: March 23, 2010, 06:16:46 pm »

Excellent!  Starting to get quite the lineup here...

I suppose we should probably start making some basic plans, so that we're ready for when the next version comes out and we can just get right into it.

I'd recommend we take a basic turn length of one year each, but I can't exactly claim to have a lot of experience as far as bloodline games are concerned, so alternatives are welcome.  I'll most likely be taking the first turn, unless someone else particularly wants to strike the earth.  Beyond that, I suggest you all start thinking about whether or not you have a preferred location on the turn list.

Next up, we should decide on what kind of map we'll settle on.  Personally, I think it's only right that we set it up on a mountain, so that we can have eventual access to all the "good" things coming up.  Beyond that, however, I haven't considered much. 

I'd view some source of magma as pretty damn near a necessity, but we can always attempt a fuel-driven fort for the "Fun" of it.  With magma comes the question of sand, and thus infinite glass.  For as much as I like green glass citadels, I would personally stray away from that whole aspect as the glass industry may detract from everything else that's going on.  But, again, I'm always open to other opinions on the matter.

Cold/temperate/hot, outside water source, trees, particular biomes, these are all things we should think about so that we can agree upon a site before settling (if worst comes to worst, I'll just pick something, but I'd rather we all have a say in it).

The location size should also be considered.  Supposedly, the next version is going to be much more forgiving as far as the whole FPS issue is concerned, but I'm currently running on something of a relic as far as computers are concerned, and it's always nice to keep things manageable for anyone else who has a sub-optimal DF rig.  However, more space means more resources and more room to do crazy stuff in.

Also, if anyone has any suggestions as far as embark setup is concerned, they should probably be brought up.  Mostly just generic things like the anvil/no anvil debate and whether or not to bring breeding stock, since there's not much telling what kind of changes will be implemented in the new version.

Heron TSG

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Re: What makes a story great?
« Reply #16 on: March 23, 2010, 08:04:37 pm »

I think 3x3, anvil, Mountain Near a River.

That way we get all the fun stuff. Trees would be nice too.
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SethCreiyd

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Re: What makes a story great?
« Reply #17 on: March 23, 2010, 09:15:50 pm »

I vote for at least three picks on embark.  Mountain near a river sounds good to me (perhaps a volcano?), but it should be savage too.
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Katsuun

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Re: What makes a story great?
« Reply #18 on: March 24, 2010, 12:12:33 am »

Are you still taking people onto the lineup? If so I would like to volunteer myself. A misadventure such as this needs at least one terrible player to really muck things up; and I fit the bill there perfectly.

If I'm in, then I'll post my vote already:

Ok with any size. No prefered setup; but I would like sand for glass if possible.
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Kagus

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Re: What makes a story great?
« Reply #19 on: March 24, 2010, 01:04:41 am »

I'm taking on as many people who are willing to wait after the release for their turn to come around before playing the new version.  If you honor the commitment, then you're more than welcome to join.

However, with more people, the wait will get longer.  Unfortunately I don't have authorization to alter the flow of time, so that's just going to have to be a consequence.

Paulus Fahlstrom

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Re: What makes a story great?
« Reply #20 on: March 25, 2010, 01:44:41 pm »

3x3 should make it very nice FPS wise which is probably best for most people.

I'd actually prefer no magma, as it makes things a bit more of a challenge. And I definitely agree on the savage part, maybe even evil too... heh.

Mountain is good, see what you can get. I'd also prefer a water source, in whatever format you'd like.

Don't care about embark as I'm so many turns in the fortress will either be dead/reclaimed by then or we'll have plenty of resources.
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LordSlowpoke

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Re: What makes a story great?
« Reply #21 on: March 25, 2010, 02:47:20 pm »

3x3 should make it very nice FPS wise which is probably best for most people.

I'd actually prefer no magma, as it makes things a bit more of a challenge. And I definitely agree on the savage part, maybe even evil too... heh.

Mountain is good, see what you can get. I'd also prefer a water source, in whatever format you'd like.

Don't care about embark as I'm so many turns in the fortress will either be dead/reclaimed by then or we'll have plenty of resources.

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Kagus

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Re: What makes a story great?
« Reply #22 on: March 25, 2010, 04:23:29 pm »

Magma just opens the way for incredible freedom regarding metal goods, and since mountains are generally rather lacking in the tree department, there are a lot of things it would be nice to make out of metal (not to mention the eventuality of goblinite).

I don't exactly have a whole lot of experience with magma though, so I'm fine either way.  I just think it will make things easier in the long run.


Also, I just realized something...  Unless it gets changed in the new version, no sand means no soap.  You need glass vials to build an alchemist's workshop.  Just in time for soap to actually be given a use...

Caesar

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Re: What makes a story great?
« Reply #23 on: March 25, 2010, 04:54:48 pm »

Magma just opens the way for incredible freedom regarding metal goods, and since mountains are generally rather lacking in the tree department, there are a lot of things it would be nice to make out of metal (not to mention the eventuality of goblinite).

I don't exactly have a whole lot of experience with magma though, so I'm fine either way.  I just think it will make things easier in the long run.


Also, I just realized something...  Unless it gets changed in the new version, no sand means no soap.  You need glass vials to build an alchemist's workshop.  Just in time for soap to actually be given a use...

I might have understood wrong, but you can also trade for bags of sand in the new version.
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Mephansteras

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Re: What makes a story great?
« Reply #24 on: March 25, 2010, 05:09:52 pm »

You don't need to start on a mountain, with the new UD stuff things like underground water and magma should be easy to find anywhere. You may have to battle hordes of batmen and antmen for them, but they'll be there even under your basic forests/plains/etc. A Mountain might give you more room to expand underground before hitting the fun stuff, though.

And yes, you can trade for sand and I think glass or raw gemstones in the next version.

I will not be joining you in this, but I wish you well. (I will be playing the game extensively as soon as it comes out and probably modding it very shortly thereafter)
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Kagus

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Re: What makes a story great?
« Reply #25 on: March 25, 2010, 05:20:42 pm »

Well then, I guess it got changed.  About bleedin' time, I might add.

That's nice though, it means we'll at least have a chance of getting soap, even if it isn't particularly easy.   I wonder how much we'll have to pay for the stuff...


As for mountains, I just naturally assumed that there'd be more stuff underneath a mountain than otherwise.  I mean, there is the extra room after all...


Right then.  So far it seems that a water source is recommended (can't say I disagree), and nobody has voiced in opposition of a mountain, so that seems to be a go.  "Savage" also seems to be agreed upon, with one vote for evilness as well (I must admit, zombies are always good fun).

We've got one vote for bringing an anvil, and the magma issue seems to be a little hazy at the moment.  I'd suppose that the anvil embark would be altered by the magma decision,  but that's not necessarily true.  Also, one vote for sand.


Of course, the real challenge will be finding a 3x3 site with all this stuff...  Heh.

Grimlocke

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Re: What makes a story great?
« Reply #26 on: March 25, 2010, 07:30:35 pm »

I vote for savage evil, terrifying biome. Preferably not on the mountain biome or forrests and grasslands. Something... Fun.

I dont realy care for other features, according to the devlog and the DF talks there will be more than enough to find underground on any map.
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LordSlowpoke

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Re: What makes a story great?
« Reply #27 on: March 26, 2010, 09:25:19 am »

I dunno, guess that I want a mountain. With some stuff I can randomly stumble upon. And lignite.
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SethCreiyd

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Re: What makes a story great?
« Reply #28 on: March 26, 2010, 06:13:11 pm »

So everyone probably read this by now, but it bears repeating:
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The current situation is that I expect a (buggy!) Windows release in about a week, with the 40d# merge commencing at that time (or within a few days of the release).

This brings up a couple questions we should probably answer.  Will we wait for each OS to get its release, or will we start this thing off when only the Windows version is ready?  Do we listed players each have access to the Windows version?

I've got Windows and I don't mind whether we wait or plow ahead with full speed.
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Kagus

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Re: What makes a story great?
« Reply #29 on: March 27, 2010, 01:29:53 am »

Yeah, I saw that.  The cross-system issue never even occurred to me.

I've also got Windows, so it works for me.  I'd feel bad about making people wait even longer before getting their chance to play, but I'd also feel bad if I was excluding someone because of their OS.

If it comes down to it, we can try shuffling the turn order in the hopes that by the time their turn comes around, their OS will be supported.  It's a gamble though, and it's still not exactly courteous.
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