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Dwarf Fortress (2) - Team Liquid Project - Page 2

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plated.rawr
Profile Blog Joined June 2008
Norway1676 Posts
July 02 2012 23:35 GMT
#21
This is the third succession fort, by the way. We did the first one a bit back.

Good luck on this. I'll be away most of july at least, so I won't be able to contribute much.
Savior broke my heart ;_; || twitch.tv/onnings
iGrok
Profile Blog Joined October 2010
United States5142 Posts
July 02 2012 23:53 GMT
#22
Poll: FUN Constraints?

HERMIT - The base must be built in a cavern. (13)
 
50%

SKYDWARVES - All structures must be built above ground (11)
 
42%

BRAVERY - All enemies must be dealt with immediately, no hiding! (2)
 
8%

SPRAWL - The entire base must be on one z-level (SPRAWL) (0)
 
0%

26 total votes

Your vote: FUN Constraints?

(Vote): SKYDWARVES - All structures must be built above ground
(Vote): SPRAWL - The entire base must be on one z-level (SPRAWL)
(Vote): HERMIT - The base must be built in a cavern.
(Vote): BRAVERY - All enemies must be dealt with immediately, no hiding!

MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
RoyGBiv_13
Profile Blog Joined August 2010
United States1275 Posts
July 03 2012 00:11 GMT
#23
Sprawl would be nice for screen shot purposes. Hermit would also be cool.
Any sufficiently advanced technology is indistinguishable from magic
iGrok
Profile Blog Joined October 2010
United States5142 Posts
July 03 2012 00:17 GMT
#24
Personally I want skydwarves. Screenshot that in stonsense - sick
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
Blazinghand *
Profile Blog Joined December 2010
United States25551 Posts
July 03 2012 00:19 GMT
#25
Skydwarves sounds good to me, too. We'll need a lot of masons though. I tried this one and it was amazingly difficult.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
iGrok
Profile Blog Joined October 2010
United States5142 Posts
July 03 2012 00:27 GMT
#26
On July 03 2012 09:19 Blazinghand wrote:
Skydwarves sounds good to me, too. We'll need a lot of masons though. I tried this one and it was amazingly difficult.

I'm trying it on my solo game. I've turned every fisherdwarf into a mason. progress is slow, but its progress!
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
Shi
Profile Joined August 2010
69 Posts
July 03 2012 01:21 GMT
#27
/in :D

How is player order being determined?
Isualin
Profile Joined March 2011
Germany1903 Posts
July 03 2012 06:54 GMT
#28
SKYDWARVES? this will be more like elven fortress
| INnoVation | The literal god TY | ByuNjwa | LRSL when? |
Arevall
Profile Joined February 2010
Sweden1133 Posts
July 03 2012 07:25 GMT
#29
On July 03 2012 15:54 Isualin wrote:
SKYDWARVES? this will be more like elven fortress


Good idea. Woodland and no activity underground!
ShloobeR
Profile Blog Joined April 2008
Korea (South)3809 Posts
July 03 2012 08:09 GMT
#30
/in!

And I never got to play last time > I demand to partake in dwarf fortress!!!
: o )
KharadBanar
Profile Joined February 2011
Austria463 Posts
July 03 2012 08:56 GMT
#31
I like the Hermit constraint best, but I'm afraid it'll be really fun due to all the troglodytes/giant cave spiders/forgotten beasts you can encounter there... It definitely gets more style points from me than a fortress above ground though.
iGrok
Profile Blog Joined October 2010
United States5142 Posts
July 03 2012 09:29 GMT
#32
On July 03 2012 17:56 KharadBanar wrote:
I like the Hermit constraint best, but I'm afraid it'll be really fun due to all the troglodytes/giant cave spiders/forgotten beasts you can encounter there... It definitely gets more style points from me than a fortress above ground though.

Yeah we'd basically need to have a starting 7 military dwarves and just hole up until the first migration comes
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
Obsidian
Profile Joined June 2010
United States350 Posts
July 03 2012 14:59 GMT
#33
Skydwarves sounds interesting, but I have to wonder what you mean by 'structures' What classifies?
Luke, you are still a wanker!
iGrok
Profile Blog Joined October 2010
United States5142 Posts
July 03 2012 15:58 GMT
#34
Literally everything must be built above ground. Farms, Workshops, Bedrooms, etc. Everything that comes off the B hotkey.
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
Logo
Profile Blog Joined April 2010
United States7542 Posts
Last Edited: 2012-07-03 16:05:00
July 03 2012 16:04 GMT
#35
Outside or Above Ground?
Logo
iGrok
Profile Blog Joined October 2010
United States5142 Posts
July 03 2012 16:06 GMT
#36
On July 04 2012 01:04 Logo wrote:
Outside or Above Ground?

I'm not sure I know the difference O.o
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
Logo
Profile Blog Joined April 2010
United States7542 Posts
Last Edited: 2012-07-03 16:18:20
July 03 2012 16:17 GMT
#37
Above Ground would include being inside of say a tower build from stone using walls, floors and stairs/ramps. Basically anything that's been exposed to sunlight at some point is above ground forever.

Outside means it's currently exposed to sunlight. So uh your dwarves would all be exposed to weather all the time and you'd have 0 roofs (which probably means your fortress is horribly doomed from the start).

Chances are you want the restriction to be above ground + not below a certain z-level (not below 0 most likely).
Logo
KharadBanar
Profile Joined February 2011
Austria463 Posts
July 03 2012 16:18 GMT
#38
The game makes a minor difference between the two. You can see it in the Loo[k] display for each tile.

Above Ground is easier to achieve than Outside, since Outside really means there has to be no roof over your buildings.

I also think that we should make an exception for farms, because underground crops are very much needed in the early game; while you can technically play the game without them it's very tedious.
iGrok
Profile Blog Joined October 2010
United States5142 Posts
July 03 2012 16:21 GMT
#39
Alright, lets say Above Ground then. Starting Z-level will be determined when we start the game.

I'm fine with an exception for farms, thats a good point.
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
Logo
Profile Blog Joined April 2010
United States7542 Posts
July 03 2012 16:28 GMT
#40
On July 04 2012 01:18 KharadBanar wrote:
The game makes a minor difference between the two. You can see it in the Loo[k] display for each tile.

Above Ground is easier to achieve than Outside, since Outside really means there has to be no roof over your buildings.

I also think that we should make an exception for farms, because underground crops are very much needed in the early game; while you can technically play the game without them it's very tedious.


if your starting area has enough plants around it's not TOO bad.
Logo
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