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Poll

Vampire scum!

Kill it! Kill it to death!
- 4 (66.7%)
Let it live, it hasn't hurt anybody!
- 0 (0%)
Trial by water!
- 2 (33.3%)
Bury it alive, Mebuy style!
- 0 (0%)
The poll was confusing.
- 0 (0%)

Total Members Voted: 6


Pages: 1 ... 28 29 [30] 31 32 ... 61

Author Topic: Murderfarmed, A Farming Village Succession Fort (Overseers Needed)  (Read 83387 times)

DeKaFu

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #435 on: July 11, 2012, 01:18:33 pm »

you know what the next thing to be modded in could be? campfires/ fire places. If we have enough of those around where the well comes up, it could raise the temperature past freezing?
Fireplaces sound nice. They could be made of clay brick. Modding stuff with temperature makes me nervous though... Something goes just a little wrong and there's melted dwarf all over the place. What a mess.

Apple orchards should be added for the monastery to make cider.
I actually really like the idea of apple trees, but I'm not sure there's any way to implement them that makes sense. Farmed plants are destroyed on harvest and there's no way to get fruit from trees that doesn't involve chopping the tree down first.
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hostergaard

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #436 on: July 11, 2012, 02:10:18 pm »

hostergaards idea for a monastery sounds pretty cool. I might build it during my turn if he doesn't want to save it for his.

Sure, go right ahead. I don't mind. I got plenty of other ideas. Sharing is caring, if you like it use it however you feel, I see it as a compliment that someone would consider spending time on one of my ideas. Hell, its not even sure its ever gonna be my turn, nor that I will be around when the time comes.
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They decided to leave my fortress via the circus because the front door was locked to keep Goblins out.  THAT should be an interesting trip back to the Mountainhome.

Nerjin

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #437 on: July 11, 2012, 02:29:59 pm »

Doesn't it violate the rules though?
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The demon code prevents me from declining a rock-off challenge.

Is the admiral of the SS Lapidot.

mebuysword

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #438 on: July 11, 2012, 05:22:02 pm »

Our Strength has been broken. Everyone is dead. We went from 46 dwarves to 0 in a few days. five goblin ambush Squads, most of them bowmen. it waS a bloodbath. They actually were inside before i Saw the first Squad, and i couldn't reclaim the door.


So now what?
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Nerjin

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #439 on: July 11, 2012, 05:54:32 pm »

Do a poll asking whether to reclaim or abandon. I assume anyway.
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The demon code prevents me from declining a rock-off challenge.

Is the admiral of the SS Lapidot.

OREOSOME

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #440 on: July 11, 2012, 06:38:51 pm »

Abandon and make a new settlement. that way we can decide on the rules rather than debate it while a turn is occuring.
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Ow! How the fuck do eldritch abominations bitchslap people?
With our pimp tentacles, obviously.

Triaxx2

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #441 on: July 11, 2012, 06:49:32 pm »

If we decide to abandon, post the save as it is. I'd want to reclaim such a valiant fortress.
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Nerjin

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #442 on: July 11, 2012, 06:56:15 pm »

We don't debate the rules. Broseph Stalin made them. Since we are playing on his thread we follow his rules. Although if you mean the additions then I'd be cool with that. I say we just sit back and wait for Broseph's decision.
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The demon code prevents me from declining a rock-off challenge.

Is the admiral of the SS Lapidot.

DeKaFu

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #443 on: July 11, 2012, 07:33:41 pm »

What? Nooo! So close to my turn finally arriving....D:

I've actually never reclaimed because I've never unintentionally lost a fort. I don't even know how it works.
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mebuysword

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #444 on: July 11, 2012, 07:40:49 pm »

guy's, there is no choice in the abandon department. it's abandoned, cause we all died. everybody. Also i will post the save of the game tomorrow, whether or not i end up with the reclaim. I also think that i will start an adventurer trying to clear out the village after i post the basic save.
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Triaxx2

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #445 on: July 11, 2012, 07:57:34 pm »

I meant whether we try and start over somewhere, or reclaim the old site.
« Last Edit: July 11, 2012, 08:04:31 pm by Triaxx2 »
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OREOSOME

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #446 on: July 11, 2012, 08:26:36 pm »

New site. Then we can make a stronger City than before.
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Ow! How the fuck do eldritch abominations bitchslap people?
With our pimp tentacles, obviously.

Gulf

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #447 on: July 11, 2012, 09:08:43 pm »

I demand an epic RP log to recount our village's final moments!
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hops

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #448 on: July 11, 2012, 09:28:31 pm »

Maybe we should make a new site in a hot biome, so we don't have to worry about water freezing.
Oh but now we all would become rainforest dwarves.
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she/her. (Pronouns vary over time.) The artist formerly known as Objective/Cinder.

One True Polycule with flame99 <3

Avatar by makowka

OREOSOME

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Re: Murderfarmed, A Farming Village Succession Fort (34.11)
« Reply #449 on: July 11, 2012, 09:33:27 pm »

Warm plains sounds like a good idea, maybe with a bit of forest, so we can get some wood somehow.
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Ow! How the fuck do eldritch abominations bitchslap people?
With our pimp tentacles, obviously.
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