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Author Topic: Cobalt Fortress Revival?  (Read 8324 times)

CoughDrop

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Re: Cobalt Fortress Revival?
« Reply #30 on: April 16, 2011, 11:38:53 pm »

  • The Map
I haven't yet found an actual reference for it, and am worried about how to do the initial embark. I'd like to have a group of choices, but don't know how to incorporate it into Shade-o's world. (also, I suck at doing artwork and don't know how to make changes to the map)
  • Skill Modifiers
Doing the math for this is going to be hell if left as is. I may end up making a spreadsheet for this. lol
  • Quality Modifiers
Keeping track of and doing the math for this is going to be hell if kept as is. Having quality go into the negatives is quite odd to me. I'm thinking about just taking out all modifiers for workshop tools.
  • Creatures
...yeah... I hope nobody minds if I leave out some of the creatures mentioned in the compendium. Don't worry, I'll still give plenty of creatures to have fun with.
  • Gods and Magic
I'm not sure what happened to God communication in the middle of the game, but I think it might be overall better to keep them from having social interaction with characters.

I'm over the "afraid to change this" syndrome, but if you have any suggestions, please give them.
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IronyOwl

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Re: Cobalt Fortress Revival?
« Reply #31 on: April 17, 2011, 12:02:49 am »

Map: I'm not sure what you mean.

Skills: How do they function currently?

Quality: Shade-o's method of "You make 10 +1 Plates" doesn't sound too bad. Don't know how the math works, but I assumed it was just adding another number to a die roll. Negative modifiers makes sense to me, to make no-quality stuff "normal" and things made by people with no/negative skill shoddy.

Creatures: That's fine. Always room for more/different critters.

Gods and Magic: I kind of liked the personal touch. Then again, I had an unusually close and relevant relationship with one, so...
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V-Norrec

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Re: Cobalt Fortress Revival?
« Reply #32 on: April 17, 2011, 12:14:24 am »

Map:  Yeah, I'm not an artist either, best I can do is MS Paint (and not anywhere near as good as MSPA) so I won't fault you if the map doesn't look as good as Shade-O's.

Skills:  Spreadsheet-fu sounds like the best possible option as then all you have to do is plug in the numbers, then you should be able to get the spreadsheet to do the rest of the work for you.

Quality:  Negative quality makes sense to me.  i.e. a tube of fabric can still be used as a sock, it's just not as good as a sock that somebody actually sewed shut.  Yeah, that was definitely from the low end of the spectrum there lol.

Creatures:  Yeah, get rid of hell raptors.  I don't like them :(

Gods and Magic:  I liked it too, when I could get Hipobis to talk to me, a.k.a. I died or was near death, which seemed to happen quit frequently.

CoughDrop

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Re: Cobalt Fortress Revival?
« Reply #33 on: April 17, 2011, 12:40:40 am »

Skills: How do they function currently?

*shrugs and laughs*
I'll make it work.

Gods and Magic:  I liked it too, when I could get Hipobis to talk to me, a.k.a. I died or was near death, which seemed to happen quit frequently.

Yeah, it was one of the things that made the game unique. I'll not take it out, but tone interaction down. (or keep it as the same tone when the game just... stopped)
« Last Edit: April 17, 2011, 12:42:24 am by CoughDrop »
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elitetaco3519

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Re: Cobalt Fortress Revival?
« Reply #34 on: April 17, 2011, 12:42:22 am »

I would like to keep the  world, if we have to butcher it than so what??
I think the rest is fine and gods should play a role
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Ochita

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Re: Cobalt Fortress Revival?
« Reply #35 on: April 17, 2011, 12:44:22 am »

*Shows a horrible, horrible world that no one likes.*

Map: We go into some sort of mind map?

Skills: Spreadsheet that up

Quality: Yeah, negative and positive

Maybe we should have a google docs?
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CoughDrop

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Re: Cobalt Fortress Revival?
« Reply #36 on: April 17, 2011, 02:06:29 am »

Hehe, I'm ending up copying a lot more of Shade-o's stuff than I feel comfortable with, but it works so well.

Expect the new game to be up by midnight tomorrow.
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IronyOwl

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Re: Cobalt Fortress Revival?
« Reply #37 on: April 17, 2011, 02:54:01 am »

Hehe, I'm ending up copying a lot more of Shade-o's stuff than I feel comfortable with, but it works so well.

Expect the new game to be up by midnight tomorrow.
Oooh!
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Quote from: Radio Controlled (Discord)
A hand, a hand, my kingdom for a hot hand!
The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

Ochita

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Re: Cobalt Fortress Revival?
« Reply #38 on: April 17, 2011, 02:54:35 am »

Ahh!
:c
I hope I get a spot.. This was the best..
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CoughDrop

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Re: Cobalt Fortress Revival?
« Reply #39 on: April 17, 2011, 03:55:45 am »

Ahh!
:c
I hope I get a spot.. This was the best..

All the old characters players are guaranteed a spot.
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Ahra

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Re: Cobalt Fortress Revival?
« Reply #40 on: April 17, 2011, 05:32:45 am »

Hehe, I'm ending up copying a lot more of Shade-o's stuff than I feel comfortable with, but it works so well.

Expect the new game to be up by midnight tomorrow.
Spoiler (click to show/hide)
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Quite fucked indeed.

elitetaco3519

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Re: Cobalt Fortress Revival?
« Reply #41 on: April 17, 2011, 09:17:46 pm »

should we make characters here and reserve spots??
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ragnarok97071

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Re: Cobalt Fortress Revival?
« Reply #42 on: April 17, 2011, 09:21:20 pm »

May join the migrant list if you need more people, once the game starts.
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V-Norrec

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Re: Cobalt Fortress Revival?
« Reply #43 on: April 18, 2011, 01:24:22 am »

after midnight demand game nao!  J/K

Ahra

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Re: Cobalt Fortress Revival?
« Reply #44 on: April 18, 2011, 12:44:50 pm »

after midnight demand game nao!  J/K
seconded
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And then the horror hits: This was just spring.
We are SOooooooooooooooooooooooooooooo fucked.
Quite fucked indeed.
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