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Author Topic: Guild House suggestions?  (Read 2179 times)

Fredd

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Guild House suggestions?
« on: July 11, 2011, 01:23:55 pm »

 I have decided to use a dwarven construction crew to make an Adventurers home/depot. Any ideas on designs, what should be stored, other fun stuff.
  1 thing for sure is going to be a indoor swimming pool. Any ideas on water depth, and design.
This question is unrelated, but if you properly retire a fort, will any future dwarves of the same civ spawn there, when created?
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Kay12

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Re: Guild House suggestions?
« Reply #1 on: July 12, 2011, 05:54:32 am »

Make an underground stash accessible only by diving through an underwater maze.
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Rumrusher

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Re: Guild House suggestions?
« Reply #2 on: July 12, 2011, 07:27:50 am »

add a plat panel screen tv and a jacuzzi.
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CriticallyAshamed

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Re: Guild House suggestions?
« Reply #3 on: July 12, 2011, 08:20:00 am »

I was under the impression that going under two z levels of water, or diving, was instant "DROWNING" status? I've had a bit of a history with beaches and legendary adventurerers ending that way.
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freeformschooler

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Re: Guild House suggestions?
« Reply #4 on: July 12, 2011, 08:56:54 am »

I was under the impression that going under two z levels of water, or diving, was instant "DROWNING" status? I've had a bit of a history with beaches and legendary adventurerers ending that way.

Not if your adventurer breathes water?
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Rumrusher

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Re: Guild House suggestions?
« Reply #5 on: July 12, 2011, 09:01:30 am »

I was under the impression that going under two z levels of water, or diving, was instant "DROWNING" status? I've had a bit of a history with beaches and legendary adventurerers ending that way.

Not if your adventurer breathes water?
not if you make your adventurer's race doesn't need to breathe at all.
besides the jacuzzi is nothing more than to screw pumps pushing water in a hole.
if you design it right you won't even drown in it more so you just be suck into the current.
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Fredd

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Re: Guild House suggestions?
« Reply #6 on: July 12, 2011, 11:33:22 am »

hmmmm, a dwarf water slide leading to a ramp to escape?
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Fredd

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Re: Guild House suggestions?
« Reply #7 on: July 12, 2011, 10:41:51 pm »

Well, the ramped pool helps greatly in training swimming. But the greatest addition to the house for !SCIENCE! was the danger room experiments.
 Danger rooms so far work in Adven Mode, at least for companions with a 5x5 room, traps turned on , with a lever in the center activating the training spear spike traps. The adventurer pulls the lever, activating the spikes so the companions can increase stats. And it does, used DFusion to change characters to check on the companions improvements. It is sort of awe inspiring to see in real time the improvement in skills caused by a danger room.
 On a horrifying note, it seems most soldiers you recruit early on have no military skills whatsoever. Their only bonus is having some armor.
 Since I have no earthly idea how to set up a repeater for a danger room, the adventurer is delegated to pull the lever to improve the skills of the meat shields, which still is good.
 Next improvement for the Guild House will be a fireplace, since cable for a TV has not been invented yet.
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Rumrusher

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Re: Guild House suggestions?
« Reply #8 on: July 13, 2011, 12:25:28 am »

Well, the ramped pool helps greatly in training swimming. But the greatest addition to the house for !SCIENCE! was the danger room experiments.
 Danger rooms so far work in Adven Mode, at least for companions with a 5x5 room, traps turned on , with a lever in the center activating the training spear spike traps. The adventurer pulls the lever, activating the spikes so the companions can increase stats. And it does, used DFusion to change characters to check on the companions improvements. It is sort of awe inspiring to see in real time the improvement in skills caused by a danger room.
 On a horrifying note, it seems most soldiers you recruit early on have no military skills whatsoever. Their only bonus is having some armor.
 Since I have no earthly idea how to set up a repeater for a danger room, the adventurer is delegated to pull the lever to improve the skills of the meat shields, which still is good.
 Next improvement for the Guild House will be a fireplace, since cable for a TV has not been invented modded in yet.
if you build this fire place make use of the bonfire mod.
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Kay12

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Re: Guild House suggestions?
« Reply #9 on: July 13, 2011, 01:10:23 am »

I was under the impression that going under two z levels of water, or diving, was instant "DROWNING" status? I've had a bit of a history with beaches and legendary adventurerers ending that way.

One of my adventurers drowned as well, but he had the drowning status for several dozen turns before actually dying. Suppose you get out of water before that?
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Rumrusher

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Re: Guild House suggestions?
« Reply #10 on: July 14, 2011, 08:34:56 am »

oh hey I would love to see your guild house once it is finished.
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GreatWyrmGold

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Re: Guild House suggestions?
« Reply #11 on: July 14, 2011, 02:20:42 pm »

I was under the impression that going under two z levels of water, or diving, was instant "DROWNING" status? I've had a bit of a history with beaches and legendary adventurerers ending that way.

One of my adventurers drowned as well, but he had the drowning status for several dozen turns before actually dying. Suppose you get out of water before that?
You would be A-OK. Unless you ran into those carp you added as a joke to the pool and got attacked long enough, of course.
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Rumrusher

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Re: Guild House suggestions?
« Reply #12 on: July 14, 2011, 02:48:32 pm »

I was under the impression that going under two z levels of water, or diving, was instant "DROWNING" status? I've had a bit of a history with beaches and legendary adventurerers ending that way.

One of my adventurers drowned as well, but he had the drowning status for several dozen turns before actually dying. Suppose you get out of water before that?
You would be A-OK. Unless you ran into those carp you added as a joke to the pool and got attacked long enough, of course.
if I own a pool and fill it with carp, the first thing I do is make sure the carp are friendly filling a pool with angry wanting to kill you carp kills any chances of getting work done.
which reminds me I should test out the chances of hatching underwater mermaids using Darius egg hatch.
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I thought I would I had never hear my daughter's escapades from some boy...
DAMN YOU RUMRUSHER!!!!!!!!
"body swapping and YOU!"
Adventure in baby making!Adv Homes

Kay12

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Re: Guild House suggestions?
« Reply #13 on: July 15, 2011, 12:43:21 am »

I was under the impression that going under two z levels of water, or diving, was instant "DROWNING" status? I've had a bit of a history with beaches and legendary adventurerers ending that way.

One of my adventurers drowned as well, but he had the drowning status for several dozen turns before actually dying. Suppose you get out of water before that?
You would be A-OK. Unless you ran into those carp you added as a joke to the pool and got attacked long enough, of course.

So, diving tunnels could actually work. A partially submerged labyrinth would be dwarfy.
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RAKninja

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Re: Guild House suggestions?
« Reply #14 on: July 15, 2011, 06:56:24 am »

Since I have no earthly idea how to set up a repeater for a danger room, the adventurer is delegated to pull the lever to improve the skills of the meat shields, which still is good.
cant you link a lever to any number of things?  put a upright spear trap on one side of the lever, and a training weapon stocked weapon trap on the other, and link them both to the lever, in alternating state (so that one is off and one is on for either state of the lever).  this way, you can get some training too. 


that is, unless i just completely misunderstand the concept of danger rooms.  completely possible, never built one.
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