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Author Topic: Dwarf Fortress 2012 and its effect on your gameplay  (Read 7055 times)

CaptainArchmage

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Dwarf Fortress 2012 and its effect on your gameplay
« on: January 04, 2012, 03:34:07 pm »

Happy New Year Bay 12,

I haven't posted or played dwarf fortress for a while, but I have been following the devblog.

How do you think Dwarf Fortress 2012 is going to change your gameplay or modding style?

I'm probably going to wall up faster, and use the extra features in my personal mods a little more, but the changes aren't going to be that drastic.
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King DZA

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Re: Dwarf Fortress 2012 and its effect on your gameplay
« Reply #1 on: January 04, 2012, 03:35:51 pm »

I'll actually try setting setting up a justice system for once.

Elf Lover

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Re: Dwarf Fortress 2012 and its effect on your gameplay
« Reply #2 on: January 04, 2012, 03:37:29 pm »

I might actually try to trade with the dwarven caravans, and not dump them down the chasm. The elves have no problem with this. I love the elves.

What the fu-
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Girlinhat

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Re: Dwarf Fortress 2012 and its effect on your gameplay
« Reply #3 on: January 04, 2012, 05:02:52 pm »

Hilarious justice shall abound.  I'm also going to see about modding with vampire and werebeast tokens to see what I can do to make a very interesting adventurer.  Maybe something like, turns into a carp when exposed to water, if that's possible?  Also hoping to make a vampire my captain of the guard ASAP.

Teneb

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Re: Dwarf Fortress 2012 and its effect on your gameplay
« Reply #4 on: January 04, 2012, 05:09:07 pm »

First thing I'll do is to find an evil embark, and start throwing corpses in a pit below a dodge-me trap and watch as the zombies kill invaders.
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peskyninja

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Re: Dwarf Fortress 2012 and its effect on your gameplay
« Reply #5 on: January 04, 2012, 05:10:00 pm »

Were-migrants: Normal dwarf outside the embark...Migrant inside your dinning room.
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KtosoX

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Re: Dwarf Fortress 2012 and its effect on your gameplay
« Reply #6 on: January 04, 2012, 05:40:13 pm »

What will I do first?
Generate new worlds till I get an interesting one. :D
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Brotato

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Re: Dwarf Fortress 2012 and its effect on your gameplay
« Reply #7 on: January 04, 2012, 05:55:41 pm »

I'm gonna create a crap-ton of demi-god adventurers and move them to the Mountainhome so I can get them as migrants.
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Mitchewawa

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Re: Dwarf Fortress 2012 and its effect on your gameplay
« Reply #8 on: January 04, 2012, 07:02:31 pm »

Infect all my miltary dwarfs with a were-curse and/or vampirism. I run Fortress Defence and Meph's Masterwork, so I need all the crazy motherfuckers I can get. Perhaps I could get were-dragons? Were-Bronze-Colossi? Were-Giant-Cave-Spiders?
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IamanElfCollaborator

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Re: Dwarf Fortress 2012 and its effect on your gameplay
« Reply #9 on: January 04, 2012, 07:07:40 pm »

Final Fantasy Mods can finally be created in full.

UltraValican

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Re: Dwarf Fortress 2012 and its effect on your gameplay
« Reply #10 on: January 04, 2012, 07:09:21 pm »

1. Make Goblin outsiders
2.Retire in dwarven site
3. Goblin-Dwarf Alliance.
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Loud Whispers

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Re: Dwarf Fortress 2012 and its effect on your gameplay
« Reply #11 on: January 04, 2012, 07:12:17 pm »

1. George Orwell style control.
2. Obsessively dissect vampires.
3. Force a Dwarf every now and then to be sacrificed to Elves.

IamanElfCollaborator

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Re: Dwarf Fortress 2012 and its effect on your gameplay
« Reply #12 on: January 04, 2012, 07:13:21 pm »

Or force an elf to be sacrificed to dwarves. :D

Loud Whispers

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Re: Dwarf Fortress 2012 and its effect on your gameplay
« Reply #13 on: January 04, 2012, 07:18:17 pm »

Or force an elf to be sacrificed to dwarves. :D

No. Doing that lets the Elves win. I'm doing this Hannibal style. My Dwarves are without number, the Elves are not :))

thegoatgod_pan

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Re: Dwarf Fortress 2012 and its effect on your gameplay
« Reply #14 on: January 04, 2012, 08:07:11 pm »

I have an epic plan I have been practicing for.  Begins as an abbey in a cold, evil climate--a tower rises built of stone and ice. The monks, the founding seven, build chambers for themselves and seal into the tower.  The other migrants begin making a hand-scrabble existence.

At this point I can experiment with the new features.

A sphere will be constructed in the caverns, and a demisphere on the surface.  The cavern sphere will be designed to accomodate a master sheriff, with tunnels running to small rooms designated for use by useless lye and potash makers.  The job of master sheriff will go the first vampire I can find.

Then comes the next task--the true mission of the monastery and its vampire masters will be to locate and capture a necromancer, who will be kept secure in the surface demi-sphere.

If I should succeed at this, all dead creatures (dwarves included) will be deposited in a trench accessible to the necromancer.

Ideally, given the safety and stability of the monks I should be able to accomplish this task and end up with a fort defended entirely by the undead.
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