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Author Topic: Urorurilar, Imp Fortress (Blood for Armok)  (Read 16025 times)

TheFlame52

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Re: Urorurilar, Imp Fortress (Blood for Armok)
« Reply #30 on: June 01, 2014, 07:13:54 pm »

Yeah, we're going to have to wait for goblinite to get steel. But really, all we need steel for is armor. We can use copper or silver for bolts.

FallenAngel

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Re: Urorurilar, Imp Fortress (Blood for Armok)
« Reply #31 on: June 01, 2014, 07:21:07 pm »

The funny thing is, my room has two renditions of the impish civilization's symbol (two floodgates). I must hunt down the original. The sheer fact the symbol of our civ is two floodgates is funny.

FallenAngel

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Re: Urorurilar, Imp Fortress (Blood for Armok)
« Reply #32 on: June 01, 2014, 07:25:50 pm »

Oh, and something you *may* want to add to the original post is that the shallow metal is gold and the deep metal is cobaltite, which WE CAN'T SMELT.
So yeah, everything is golden.

Emma

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Re: Urorurilar, Imp Fortress (Blood for Armok)
« Reply #33 on: June 01, 2014, 07:37:22 pm »

Is there really a problem with everything being golden?  ;)
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TheFlame52

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Re: Urorurilar, Imp Fortress (Blood for Armok)
« Reply #34 on: June 01, 2014, 07:42:37 pm »

No, cobalitite doesn't count as a metal. There may be another metal even deeper.

FallenAngel

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Re: Urorurilar, Imp Fortress (Blood for Armok)
« Reply #35 on: June 01, 2014, 08:05:39 pm »

The caverns hold no secrets. Then again, I appear to have pierced the second.
WE HAVE TO GO DEEPER.
I am also making you a golden tomb, TheFlame52.
Just less glorious than mine.

Rendell

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Re: Urorurilar, Imp Fortress (Blood for Armok)
« Reply #36 on: June 01, 2014, 08:25:21 pm »

There might be a hidden rock layer between caverns, hopefully full of iron-ore.
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TheFlame52

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Re: Urorurilar, Imp Fortress (Blood for Armok)
« Reply #37 on: June 02, 2014, 05:37:59 am »

Sweet! May it be a long time until I can properly enjoy it.

FallenAngel

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Re: Urorurilar, Imp Fortress (Blood for Armok)
« Reply #38 on: June 02, 2014, 07:20:28 am »

Well, the caverns apparently DO hold a secret.
Adamantine.
I found four spires when inspecting what was making stuff warm.
I've found a magma pool, the magma sea, and four spires of adamantine.
When we're ready to acquire said metal, we will be in great condition.

FallenAngel

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Re: Urorurilar, Imp Fortress (Blood for Armok)
« Reply #39 on: June 02, 2014, 11:44:32 am »

Well, Spring has arrived, so I hand on the fort to the next guy.

Stats:



Yes, we have 68 imps. These next ones are zoomed out due to the size.

The fort itself:

Upper Palacecolor:



Animal area:



Middle Palacecolor:



Lower Palacecolor:



The Palacecolor boneyard:



The gold mine:



The fort as it is now can be found here:

http://dffd.wimbli.com/file.php?id=8605

Is it OK if I continue playing on my own time (not as a turn)? I've caused major improvements in the fort and want to see if I can outlive what happens. Oh, and put me up for one of those floating turns - pushed back by other people wanting to play, but if nobody else does, I end up going again as some sort of backup. There are very few secrets.

Things to do:

Expand workshops
Add more rooms after the migrant waves
Add more food workshops
Make sure farmers don't do something stupid
Finish expanding hospital
Finish communal burial chamber
Mine more Adamantine and turn it into bars
Empty the metal stockpile's designated area (that's the huge room in lower Palacecolor)
Cut down more trees
Get more wood furnaces
Try to get elves to leave the trade depot
Pump water into pit when people are wounded
Build a military

Notes:

A fire destroyed most of our booze supply but I managed to bring it over 100 before my turn ended. Try to not light the food stockpile on fire. We also have over 800 units of meat due to the suicidal hunters. Make more caskets for the hunters; they don't deserve stone. You should also dig out more gold and melt more gold ore. Prepare for sieges thanks to Flame making a golden millstone. Oh, and use the "beard sense" to not pierce the air part of the spires. We're not prepared for that level of Fun. Also, only two people aren't happy; one was married to a hunter who died and the other was the mom of the impling who died. The caverns are lethal. Keep an eye on them. Also, you may want to add more tables and chairs to the (now expanded) dining room. And don't steal my gosh-darned platinum cabinet. If you do, I'll develop a vendetta, and you'll probably fall in an underground lake or something, completely by chance.

TheFlame52

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Re: Urorurilar, Imp Fortress (Blood for Armok)
« Reply #40 on: June 02, 2014, 02:39:14 pm »

I usually build floors in between rooms in the entryways to prevent fire spread. There are so many tricks to playing as imps that I couldn't possibly remember to tell you them all.

EDIT: Go ahead. It may lead to some confusion for you, but it's not as if we can stop you.

FallenAngel

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Re: Urorurilar, Imp Fortress (Blood for Armok)
« Reply #41 on: June 02, 2014, 02:42:41 pm »

Every race has its tricks.
It is a bit hard to adapt to my own races (Fallens and Risens).

EDIT: I could make us a TvTropes page, but I'll wait until we get to the fifth year.
Don't want to count our phoenixes before they hatch.

Rendell

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Re: Urorurilar, Imp Fortress (Blood for Armok)
« Reply #42 on: June 02, 2014, 03:40:40 pm »

Right! I start my turn.
Any advice on what to do? anything I should know?
« Last Edit: June 02, 2014, 04:12:24 pm by Rendell »
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FallenAngel

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Re: Urorurilar, Imp Fortress (Blood for Armok)
« Reply #43 on: June 02, 2014, 04:44:33 pm »

Check my "Things to do" and "Notes" sections.
A migrant wave will arrive, by the way.

TheFlame52

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Re: Urorurilar, Imp Fortress (Blood for Armok)
« Reply #44 on: June 02, 2014, 05:25:37 pm »

Are there traps in the trap hallway yet? Once we can hide behind our traps, we will never die! We can just eat the meat and drink the blood of out enemies!
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