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Author Topic: Dwarf Fortress 2012 and its effect on your gameplay  (Read 7056 times)

Jake

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Re: Dwarf Fortress 2012 and its effect on your gameplay
« Reply #32 on: January 07, 2012, 09:44:59 pm »

Spend several weeks reworking my various mods to take into account the new werewolf and vampire threats, to be released shortly after the inevitable volley of rapid-fire bugfix releases comes to an end.
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Never used Dwarf Therapist, mods or tilesets in all the years I've been playing.
I think Toady's confusing interface better simulates the experience of a bunch of disorganised drunken dwarves running a fort.

Black Powder Firearms - Superior firepower, realistic manufacturing and rocket launchers!

ClkWrkJester

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Re: Dwarf Fortress 2012 and its effect on your gameplay
« Reply #33 on: January 07, 2012, 10:03:41 pm »

I look forward to turning my refuse pile near my butcher into the most awesome pit of undead horror.  Already plan on making a fort lead by Urist McWest.
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Carve out a massive pit and construct a copper block tower! Challenge those goblin bastards with your phallus of justice!

UristMcHuman

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Re: Dwarf Fortress 2012 and its effect on your gameplay
« Reply #34 on: January 07, 2012, 11:08:53 pm »

Modding in firearms all the way. Perhaps a rate-of-fire setting with reloadable magazines will make Old West-style shoot-outs possible.
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Putnam

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Re: Dwarf Fortress 2012 and its effect on your gameplay
« Reply #35 on: January 07, 2012, 11:51:25 pm »

...I don't think either of those are in, Urist.

Jake

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Re: Dwarf Fortress 2012 and its effect on your gameplay
« Reply #36 on: January 08, 2012, 12:18:20 am »

I've managed a pretty good approximation of muzzle-loading weapons. It should be easy enough to adapt to an Old West setting if you like that sort of thing, even if reloading the cylinder/magazine would be nigh-impossible to convey and there's no way to rename quivers.
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Never used Dwarf Therapist, mods or tilesets in all the years I've been playing.
I think Toady's confusing interface better simulates the experience of a bunch of disorganised drunken dwarves running a fort.

Black Powder Firearms - Superior firepower, realistic manufacturing and rocket launchers!

Loud Whispers

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Re: Dwarf Fortress 2012 and its effect on your gameplay
« Reply #37 on: January 08, 2012, 01:17:55 am »

Again, I am going to mod in chest bursting fluffy wamblers that melt your eyes out. If I can give them eerie glowing mist, all the better :D

blue emu

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Re: Dwarf Fortress 2012 and its effect on your gameplay
« Reply #38 on: January 08, 2012, 01:32:52 am »

It should certainly be possible to weaponize Vampires and Necromancers. Easy, in fact. They're practically weaponized already.
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malroth

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Re: Dwarf Fortress 2012 and its effect on your gameplay
« Reply #39 on: January 08, 2012, 01:56:25 am »

No longer have my cats and crazy cat ladies dumped in a pit to deplete goblin's arrow supplies before battle?  Maybe maybe not.
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Why couldn't my vampire Hammerer eat someone useless, like a migrant? Instead, she went after my only gemcutter.. but sadly there were no witnesses, so I convicted someone's pet duck as the murderer.  It got off easy, with no beatings or jail time.  >.<

UristMcHuman

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Re: Dwarf Fortress 2012 and its effect on your gameplay
« Reply #40 on: January 08, 2012, 11:48:44 am »

It should be easy enough to adapt to an Old West setting if you like that sort of thing
Yeah. Watching Clint Eastwood's 'A Fistful of Dollars', 'For a Few Dollars More', and 'The Good, The Bad, And The Ugly' one too many times has gotten me interested into Old West-style mods and such.

even if reloading the cylinder/magazine would be nigh-impossible to convey
Perhaps a really skilled modder could find his/her way into some things, and muck around with the ranged weapon settings. THAT would be useful to get the guns to hold ammo in them. It's highly unlikely, I know, and I don't know ANYBODY here who's gotten that far.

Repeating weapons with reloadable magazines/cylinders and rate-of-fire settings could also make a WWII or my MW3 mods more possible.

there's no way to rename quivers.
You can name quivers?
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Person

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Re: Dwarf Fortress 2012 and its effect on your gameplay
« Reply #41 on: January 08, 2012, 02:04:52 pm »

I'm going to go to the new evil areas and do !!Science!!
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Putnam

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Re: Dwarf Fortress 2012 and its effect on your gameplay
« Reply #42 on: January 08, 2012, 02:39:37 pm »

there's no way to rename quivers.
You can name quivers?

I'm pretty sure that by saying that "you can't rename quivers", Jake was trying to say that you can't name quivers at all. As in, they'll always be quivers, never bandoliers or such.

Monk321654

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Re: Dwarf Fortress 2012 and its effect on your gameplay
« Reply #43 on: January 08, 2012, 03:53:24 pm »

If only Vials could break when thrown.
Then we could obtain a deadly contact poison and chuck it at people...
Maybe I should put this in Suggestions...
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Re: Dwarf Fortress 2012 and its effect on your gameplay
« Reply #44 on: January 08, 2012, 04:40:41 pm »

I'm going to mess around with the new interactions and breath weapons and stuff.
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