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Author Topic: ElFarm  (Read 5603 times)

NRDL

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  • I Actually Like Elves
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Re: ElFarm
« Reply #15 on: August 16, 2011, 09:59:31 am »

This looks cool.  Keep us posted on whether the elves breed or not.  However, exactly what are you going to farm them for?  What resource will you get from their corpses? 
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Karakzon

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Re: ElFarm
« Reply #16 on: August 16, 2011, 10:05:12 am »

Elf bone bolts. Elf skull totems.
fodder to throw at invaders/forgotten beasts.
prisoners for testing.

!!SCIENCE!!

what can an elf survive? ;)
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NRDL

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Re: ElFarm
« Reply #17 on: August 16, 2011, 10:08:43 am »

I have seen the thread on Dwarven "childcare" and I have to say, this is just as awesome.  This is both slavery and domestication combined. 
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elf-fondling human

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Re: ElFarm
« Reply #18 on: August 16, 2011, 10:42:24 am »

I like this. Just make sure to save the best women (including the queen, kill her husband if you have to) for you future King's harem. If you also get a queen, then she shall be a lesbian. It's not like elves care anyway.
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Necro910

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Re: ElFarm
« Reply #19 on: August 16, 2011, 10:48:57 am »

I have an idea! Dig a tunnel into Hidden Fun Stuff, and make the elves fight the Clowns!

Bonus points if the king gets to watch behind fortifications and windows.

Oliolli

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Re: ElFarm
« Reply #20 on: August 16, 2011, 01:53:43 pm »

Bonus points if the king gets to watch behind fortifications and windows.

Added bonus points if the king ends up getting killed by the clowns, who charge through the windows, just after mandating something completely insane.
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EmperorJon

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Re: ElFarm
« Reply #21 on: December 03, 2011, 05:12:54 pm »

Sorry, totally forgot about this!


I'll start again tomorrow with ElFarm2 if people approve!
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I think it's the way towns develop now. In the beginning, people move into a town. Then they start producing tables, which results in more and more tables. Soon tables represent a significant portion of the population, they start lobbying for new laws and regulations, putting people to greater and greater disadvantage...
Link for full quote. 'tis mighty funny.

S!F

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Re: ElFarm
« Reply #22 on: December 03, 2011, 05:32:40 pm »

Please do, I rarely get to see these stories unfold from the beginning.
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Mitchewawa

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Re: ElFarm
« Reply #23 on: December 03, 2011, 05:36:04 pm »

Posting to watch due to funk.
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Pokon

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Re: ElFarm
« Reply #24 on: December 03, 2011, 05:46:30 pm »

Try to ruin the elves dwelling by occasionaly having a floodgate go on and off from some elivated position. Elven Rapture, anyone?
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rridgway

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Re: ElFarm
« Reply #25 on: December 03, 2011, 05:52:26 pm »

So, I sense the mermaid thread here.

Am I mistaken?

Also, I hope that the option of embark on top of towns comes back in 0.31.26. It was so much fun.
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Kepplerr

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Re: ElFarm
« Reply #26 on: December 03, 2011, 05:57:38 pm »

Watchin' this...
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EmperorJon

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Re: ElFarm
« Reply #27 on: December 03, 2011, 06:01:51 pm »

Ok, will post up a nice shiny new thread tomorrow and link it.
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I think it's the way towns develop now. In the beginning, people move into a town. Then they start producing tables, which results in more and more tables. Soon tables represent a significant portion of the population, they start lobbying for new laws and regulations, putting people to greater and greater disadvantage...
Link for full quote. 'tis mighty funny.

Loud Whispers

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Re: ElFarm
« Reply #28 on: December 03, 2011, 08:50:37 pm »

How do you embark on another civ's towns? Never been able to...

JackoftheBox

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Re: ElFarm
« Reply #29 on: December 03, 2011, 08:58:14 pm »

How do you embark on another civ's towns? Never been able to...

As far as I know it's only doable with some tool, like Just embark or embark anywhere
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This morning I found myself looking at the numberplates of the cars on my drive in to work and seeing them as tileset characters in ASCII... a silver Renault I was behind had an interesting scene of a Human wrestling a Minotaur near a bin.
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