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Author Topic: Skyscrapes 2: Height of the Living Dead (succession)  (Read 72669 times)

billybobfred

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Re: Skyscrapes 2: Scrape Harder! (succession)
« Reply #15 on: May 16, 2012, 10:08:23 pm »

I'll take a turn, sure.
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Rose

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Re: Skyscrapes 2: Scrape Harder! (succession)
« Reply #16 on: May 16, 2012, 10:14:15 pm »

Add me to the list.

but I vote we wait a version or two of bugfixes before starting.
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Sizik

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Re: Skyscrapes 2: Scrape Harder! (succession)
« Reply #17 on: May 16, 2012, 10:18:17 pm »

How's a 3x3 with half benign forest, half 58-level tall sinister mountain, and sand sound?
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Skyscrapes, the Tower-Fortress, finally complete!
Skyscrapes 2, repelling the zombie horde!

EmeraldWind

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Re: Skyscrapes 2: Scrape Harder! (succession)
« Reply #18 on: May 16, 2012, 10:23:23 pm »

I'll take a spot on the list.

As far as mist and clouds go, isn't it possible to get rid of them in advanced world gen.

I'm not sure we need the distractions, but how about mod in an extra civ like the High Elves, Orcs, or something.
Just something for a little extra flavor.

Um... hey how about we pick some colors to act as the fort's colors and ensure that there are dyes for the colors.
It will make the clothing industry interesting and we will be able to see the Stonesense dwarves running around in the official fort colors.
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Rose

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Re: Skyscrapes 2: Scrape Harder! (succession)
« Reply #19 on: May 16, 2012, 10:30:14 pm »

If there's a mod that gives more dyes, we need that.
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Graebeard

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Re: Skyscrapes 2: Scrape Harder! (succession)
« Reply #20 on: May 16, 2012, 11:16:09 pm »

How's a 3x3 with half benign forest, half 58-level tall sinister mountain, and sand sound?

I sure like the sound of that geography.
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MarcAFK

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Re: Skyscrapes 2: Scrape Harder! (succession)
« Reply #21 on: May 17, 2012, 04:18:24 am »

how much air has it got?
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They're nearly as bad as badgers. Build a couple of anti-buzzard SAM sites marksdwarf towers and your fortress will look like Baghdad in 2003 from all the aerial bolt spam. You waste a lot of ammo and everything is covered in unslightly exploded buzzard bits and broken bolts.

Johuotar

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Re: Skyscrapes 2: Scrape Harder! (succession)
« Reply #22 on: May 17, 2012, 04:43:38 am »

Posting to watch.
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Niyazov

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Re: Skyscrapes 2: Scrape Harder! (succession)
« Reply #23 on: May 17, 2012, 09:27:35 am »

How's a 3x3 with half benign forest, half 58-level tall sinister mountain, and sand sound?

Perfect!

Um... hey how about we pick some colors to act as the fort's colors and ensure that there are dyes for the colors.
It will make the clothing industry interesting and we will be able to see the Stonesense dwarves running around in the official fort colors.

Hard to enforce due to migrants/ goblin clothes. I would say: emphasis on leather. Sliver barb is my favorite dye plant but I'm not sure that we'll be able to get it on a mountain.
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Sizik

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Re: Skyscrapes 2: Scrape Harder! (succession)
« Reply #24 on: May 17, 2012, 11:05:53 am »

how much air has it got?

158 z-levels above the flat area, which is most of the right half of the map.
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Skyscrapes, the Tower-Fortress, finally complete!
Skyscrapes 2, repelling the zombie horde!

Niyazov

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Re: Skyscrapes 2: Scrape Harder! (succession)
« Reply #25 on: May 17, 2012, 12:28:28 pm »

With the advent of minecarts we should probably agree on some sort of standard for hauling paths/intersections between levels, or it's gonna be hard for each subsequent supervisor to figure out what the heck is going on. Also, do we have running water on our embark? If not we should give serious thought to windmill placement since they require a straight shot all the way to the top of the map with no floors in between. I know the last tower used DWRs, but those are pretty lag-inducing.
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Graebeard

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Re: Skyscrapes 2: Scrape Harder! (succession)
« Reply #26 on: May 17, 2012, 01:57:18 pm »

Actually, the last tower's power source was designed as a precurser to the DWR, but it ended up not working that way.

Through some bug I haven't been able to figure out or reproduce, we managed to convince DF that the water basin we build on the 4th or 5th floor of the tower had flow.  You don't even need the pumps running for the waterwheels to produce power up there.  I think someone along the way even disconnected them.  I really wish I could figure out how to exploit that.
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JacenHanLovesLegos

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Re: Skyscrapes 2: Scrape Harder! (succession)
« Reply #27 on: May 17, 2012, 02:37:48 pm »

A moment of silence for Skyscrapes 1.
*Silence*
Now for great epicness and death in Skyscrapes 2.
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Daenyth

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Re: Skyscrapes 2: Scrape Harder! (succession)
« Reply #28 on: May 17, 2012, 03:06:28 pm »

I for one will not be satisfied without a dwarven rollercoaster going around the outside of the tower from top to the ground.
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EmeraldWind

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Re: Skyscrapes 2: Scrape Harder! (succession)
« Reply #29 on: May 17, 2012, 03:18:44 pm »

Um... hey how about we pick some colors to act as the fort's colors and ensure that there are dyes for the colors.
It will make the clothing industry interesting and we will be able to see the Stonesense dwarves running around in the official fort colors.

Hard to enforce due to migrants/ goblin clothes. I would say: emphasis on leather. Sliver barb is my favorite dye plant but I'm not sure that we'll be able to get it on a mountain.

Good point. I just wanted an excuse to add some more color to the fort when we look at it in Stonesense.
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