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Author Topic: Liberal Crime Fortress - PreAlpha!  (Read 13437 times)

PTTG??

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Liberal Crime Fortress - PreAlpha!
« on: April 14, 2010, 01:01:32 am »

Let's make Liberal Crime Fortress! The game they said couldn't shouldn't be done! The Unholy and Conservative spawn of Dwarf Fortress, the game with murderous magical constructs, kittens being butched wholesale, babies used as armor, countless and ever increasing numbers of demons, [TOURTURE_FOR_FUN:ACCEPTABLE], and absurd player- designed contraptions that use huge quantities of magma to entomb peaceful traders in rock, and Liberal Crime Squad, the game that, of the two, is considered especially unrealistic and unwholesome!

The idea:
Starting with Dwarf Fortress, first give it a contemporary setting; no magic, no monsters. Then, replace Dwarves with "Liberals". Elves become "Conservatives". Humans become "Moderates". (Well, if anything Elves are liberals, but my point is, the player controls the liberals)

Then, gen the world, grab your +Liberal Jackhammer+ and -Liberal Chainsaw-, load up the old Liberal U-haul with seeds, ethically-grown organic tofu meat products, and other essentials, and set out to forge a new chapter in the history of Liberals everywhere! Strike Hug the Earth! Gently!

Thing's won't be easy, though. Not only will you have the elements to contend with, you must also keep your Liberals happy and fed, you must produce goods worth selling to the co-op, and most fearsome of all, you must hold off the Conservative sieges, Infiltrators, and Brainwashers who will attack often! You'll need a squad or two of your own Liberal Marksmen- using all kinds of firearms- to defend the Fortress!

Here's what we need:
= Creatures and Plants
 -- Humans (Some improved human body and creature raws; potentially, a different caste for each of Liberals, Conservatives, Moderates)
 -- Animals (Again, assorted and improved natural creature raws. Mainly, creatures you might find in real life.)
 -- Real Plants (To replace dwarven plants, and with modified yield to make your Liberals more dependent on trade.)

= Minerals and Reactions
 -- Earthlike Minerals (Make metalmaking harder- Your Liberal Hippies are not dwarven Alchemists. Gold and such also made rarer; Liberals believe in fiat currency.)
 -- Earthlike Geology (Changing deep caves, perhaps. Don't know really best way to do this; unlike dwarves, liberals like the sun.)
 -- Firearm Basis (Adding stuff that lets you make guns. Maybe a Ammosmith's workshop)

= Civs
 -- Make Liberal, Conservative, and Moderate civs. (Liberals (and playable conservatives) can embark on Moderate sites and build secret bases in the apartment buildings. Moderates use Dark towers because these are similar to cityscapes.)
 -- Make various Languages (English and/or other language files and associations that make earthlike random names. "Smith", "Bob", "Jim" for names, "San-" "-Vill" "-ton" "-towne" for places.)
 -- Balance Sides (So that nobody gets wiped out too early- in particular, we want a LOT of Moderate cities and only a smattering of Liberal and Conservative forts)
 -- Add new items of all sorts (Everything from modern clothes to firearms of several different types to modern tools and materials, and all the workshops associated.)

= Art
 -- Liberal, Moderate, and Conservative art (This is the fun part; tie-dyed hippie castes, soldier, redneck, Be-Guy-Faulxed-Liberals etc.)
 -- Tileset (A good-looking graphical tileset that doesn't look like runes or dwarven script, but rather a modern- or otherwise appropriate- theme. Worth note- should be 40#, not the old-style tiles.)

Anyway, that's the plan as it stands. Some might remember this project back from the 40# days; I put it aside until we had a longer-term DF basis to work on, and at this point we are now ready to start. I expect this project to proceed gradually as I learn more about how to work with the new version and what exactly the mod will entail, and this list will grow and shrink as progress is made. Advice, and suggestions, are welcome!

PREALPHA:
--->DOWNLOAD<---
Features:
-Fantasy Creatures now "fanciful" and "nonexistent". Mostly.
-Crude Libs/cons/mods and appropriate civs
-Doesn't always crash in worldgen
-It's not dead!

To install: delete everything in raw\objects. Replace them with these. Designed for DF 0.31.04 (latest build as of 5/23/10).
« Last Edit: May 23, 2010, 01:07:08 pm by PTTG?? »
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magikarcher

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Re: Liberal Crime Fortress - DF 2010
« Reply #1 on: April 14, 2010, 02:14:57 am »

Marijuana as a plant. That is all... (FOR NOW).
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Deon

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Re: Liberal Crime Fortress - DF 2010
« Reply #2 on: April 14, 2010, 03:05:00 am »

Guitars as maces.
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Rumrusher

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Re: Liberal Crime Fortress - DF 2010
« Reply #3 on: April 14, 2010, 04:02:21 am »

finally the silly suggestion I made back got a thread.
but the idea was making Conservatives and liberals races(if the raws can allow another human entity) of baby snatching insane humans who bicker and wage war with each other over their silly beliefs and don't mind getting every one involve with there fights.
dwarves and elves are just caught in the cross fire.

liberal hippydude: wanna know what's scary?
urist: what?
liberal hippydude: conservatives are the reason why elves give you guys rope reed clothes than cool animals.
urist: that is scary what can I do about it?
liberal hippydude: give me your child I'll protect it from harmful conservatives!
liberal hippydude proceeds snatch up urist's child for the liberal agenda!

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EuchreJack

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Re: Liberal Crime Fortress - DF 2010
« Reply #4 on: April 14, 2010, 05:53:41 am »

Already thought of this, glad someone wants to make it!

But Conservatives are Goblins.  They should Siege the Liberals, like in LCS.

Arrkhal

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Re: Liberal Crime Fortress - DF 2010
« Reply #5 on: April 14, 2010, 07:39:42 am »

Quote
Liberal Marksmen- using all kinds of firearms- to defend the Fortress!

Shouldn't liberals be trying to ban firearms in elven territory instead (having already banned them domestically)?

They also need to have absolutely no standing military, and no arsenals or weapon industry whatsoever.  That includes woodcutting axes, which are dangerous and could put out an eye or lop off a finger.  Requisitioning a woodcutting axe requires forms 8, 10, and 37 to all be filled out in triplicate, stating a very precise, urgent, life-or-death need for such a deadly weapon as an axe, or a pocket knife.  And then there's still a 90% chance of it being rejected.  And once you've used the axe for one single task, like cutting down a single tree, it gets melted down.  If you want to cut down another tree, submit the forms again.

Sieges?  Passive resistance.  Which does not mean locking doors or using traps.  It means sending everyone out unarmed to be slaughtered, until the Goblin liberal news media creates a scandal, and the Goblin public starts opposing their own military.  Meanwhile, "conservative" insurgents (human and elven traders that happened to be there?) are doing the actual fighting.
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JubalHarshaw

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Re: Liberal Crime Fortress - DF 2010
« Reply #6 on: April 14, 2010, 07:01:23 pm »

Marijuana as a plant. That is all... (FOR NOW).

Please, let's call it by the correct name, the name it's been known by, in one form or another, for thousands of years by various human civilizations:

Cannabis.

"Marijuana" was a slang term created to demonize it by association with a specific ethnic group (the Mexicans don't even call it that, it's "mota").
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PTTG??

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Re: Liberal Crime Fortress - DF 2010
« Reply #7 on: April 14, 2010, 08:49:39 pm »

Arrkhal's actually got a point; LCS is a super-parody.
However, the idea is that the LCS and CCS are indistinguishable outside of their arbitrary and extremist goals. Liberals are completely willing to use the weapons of the military-industrial complex against itself.
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Aklyon

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Re: Liberal Crime Fortress - DF 2010
« Reply #8 on: April 14, 2010, 09:41:58 pm »

Strike the Earth! Gently!
Wouldn't that be Smack the Earth, then?
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JubalHarshaw

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Re: Liberal Crime Fortress - DF 2010
« Reply #9 on: April 14, 2010, 10:04:07 pm »

Strike the Earth! Gently!
Wouldn't that be Smack the Earth, then?
"Slap the Earth!"   ?
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Keilden

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Re: Liberal Crime Fortress - DF 2010
« Reply #10 on: April 15, 2010, 03:18:59 am »

A breath attack called propaganda.
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Aklyon

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Re: Liberal Crime Fortress - DF 2010
« Reply #11 on: April 15, 2010, 11:12:48 am »

Strike the Earth! Gently!
Wouldn't that be Smack the Earth, then?
"Slap the Earth!"   ?
"Poke The Earth!"?
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It's known as the Oppai-Kaiju effect. The islands of Japan generate a sort anti-gravity field, which allows breasts to behave as if in microgravity. It's also what allows Godzilla and friends to become 50 stories tall, and lets ninjas run up the side of a skyscraper.

Coidzure Dreams

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Re: Liberal Crime Fortress - DF 2010
« Reply #12 on: April 15, 2010, 12:42:37 pm »

Strike the Earth! Gently!
Wouldn't that be Smack the Earth, then?
"Slap the Earth!"   ?
"Poke The Earth!"?
"Lovingly Fondle the Earth!"  ?

BigD145

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Re: Liberal Crime Fortress - DF 2010
« Reply #13 on: April 15, 2010, 01:13:35 pm »

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PTTG??

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Re: Liberal Crime Fortress - DF 2010
« Reply #14 on: April 15, 2010, 02:07:38 pm »

Some ideas:

"Computer" workshops that your liberals can use to Hack, producing Cash that can be spent whenever the Co-op delivery truck stops by.

Similarly, other custom workshops that produce trade goods or Liberal items such as a printing press or recording studio.

Radioactive ores with rad effects on your Liberal Mineral Liberators.

Lumbermills that allow your Liberal Foresters to harm less of the forest by getting you more lumber per tree (the way this will work is, some or all trees' logs can be converted into a stack of several "milled" or "finished" planks of the same tree's species.


...
Jim Pantsson, Hacker, has the look of one fey!
Jim Pantsson, Hacker, has claimed a computer!
Jim Pantsson, Hacker, has created Blingbundle, an artifact wad of cash!

Some workshops, particularly complex technical stuff such as the computer/ movie studio/ recording studio/ cement mixer?/ Uranium centrifuge/ etc., will require items that can only be bought from the caravan.
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