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Author Topic: The Saga of NOT Fail : [Community]  (Read 1104 times)

Katsuun

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The Saga of NOT Fail : [Community]
« on: June 02, 2009, 04:41:44 pm »

After abandoning the Dungeons and Dorfs mod, and by extension my own community fortress based on it, I have decided that it is time I RETURN and forfill my promise of creating a more awesome fortress. Hence, I am here, with a new idea:

In order to make it slightly more intresting, I have implemented a 7 items rule. Each founder may choose 1 item, 1 only to build. So we will only have 7 items to start off with. And to ensure this is not to easy; we can't have an anvil, and we can either take a pick or axe, not both.

It may not seem like much, but it should be something. So applications should look like this:


Name:
Description:
Jobs:
Item:


Think carefully and try to sync your choices with one another. Map will be posted once everyone has made their choice.
« Last Edit: June 03, 2009, 08:00:27 am by Katsuun »
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how would a Fortress based curse work?

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Rocks fall, everyone dies.

Sans context.

Katsuun

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Re: The Saga of NOT Fail : [Community]
« Reply #1 on: June 02, 2009, 04:42:25 pm »

[Reserved]
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how would a Fortress based curse work?

Quote
Rocks fall, everyone dies.

Sans context.

ousire

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Re: The Saga of NOT Fail : [Community]
« Reply #2 on: June 02, 2009, 04:47:13 pm »

will you be using dwarf manager to change genders or job titles?

i want a mechanic/seige engineer named ousire.

as for the item, dunno. depends on what others decide to bring
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abculatter_2

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Re: The Saga of NOT Fail : [Community]
« Reply #3 on: June 02, 2009, 04:52:27 pm »

A pick seems more useful then an axe, as the anvil will come with the first caravan (hopefully). So i guess I'll bring a pick, and be a miner/wrestler named "Brak Obama".

DISREGARD THAT, I SUCK COCK.
« Last Edit: June 02, 2009, 06:20:59 pm by abculatter_2 »
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Don't think of it as being besieged by thralls/husks, think of it as having your own personal moat of life hating mutilated menaces

Now wall yourself in quickly

ousire

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Re: The Saga of NOT Fail : [Community]
« Reply #4 on: June 02, 2009, 04:53:42 pm »

no pick = no beds though. same for no barrels or anything. if we get an axe then we can make simple above-ground dwellings, wooden chairs and tables, ect. and barrels for booze!
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abculatter_2

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Re: The Saga of NOT Fail : [Community]
« Reply #5 on: June 02, 2009, 06:20:12 pm »

no pick = no beds though. same for no barrels or anything. if we get an axe then we can make simple above-ground dwellings, wooden chairs and tables, ect. and barrels for booze!

That is true...

Alright then, I'd like my person to be a woodcutter/axedorf. With an axe. Named "Brak Obama".
« Last Edit: June 02, 2009, 07:05:09 pm by abculatter_2 »
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Don't think of it as being besieged by thralls/husks, think of it as having your own personal moat of life hating mutilated menaces

Now wall yourself in quickly

Katsuun

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Re: The Saga of NOT Fail : [Community]
« Reply #6 on: June 02, 2009, 06:35:33 pm »

will you be using dwarf manager to change genders or job titles?

i want a mechanic/seige engineer named ousire.

as for the item, dunno. depends on what others decide to bring

I might, but my computer crashes real easy when I do that, so it all depends. Still waiting for 5 (I won't be appearing in this community fort, so someone may be the leader).
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how would a Fortress based curse work?

Quote
Rocks fall, everyone dies.

Sans context.

ousire

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Re: The Saga of NOT Fail : [Community]
« Reply #7 on: June 02, 2009, 06:39:38 pm »

dwarf manager isnt super important :P i was just wondering if we can be assured we have the right gender
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Katsuun

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Re: The Saga of NOT Fail : [Community]
« Reply #8 on: June 02, 2009, 06:43:33 pm »

dwarf manager isnt super important :P i was just wondering if we can be assured we have the right gender

Well, I could try it. Is there any way to check gender before you embark? That does not involve programs like Dwarf Manager or Companion?
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Quote
how would a Fortress based curse work?

Quote
Rocks fall, everyone dies.

Sans context.

RavingManiac

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Re: The Saga of NOT Fail : [Community]
« Reply #9 on: June 03, 2009, 12:00:46 am »

A note about using companion to change dwarves: Apparently, a dwarf's gender will be changed in name only, so you often end up with a gay fortress.
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Thief:"Quiet kitty, Qui-"
Cat:"THIEF! Protect the hoard from the skulking filth!"
The resulting party killed 20 dwarves, crippled 2 more and the remaining 9 managed to get along and have a nice party.

MrGimp

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Re: The Saga of NOT Fail : [Community]
« Reply #10 on: June 03, 2009, 02:16:58 am »

A note about using companion to change dwarves: Apparently, a dwarf's gender will be changed in name only, so you often end up with a gay fortress.

 :-*
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Thus ends the official written history of the fortress known as Boatmurdered. May their tortured souls rest in peace.

zestorum

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Re: The Saga of NOT Fail : [Community]
« Reply #11 on: June 03, 2009, 05:35:38 am »

Name: Zestorum
Description: Dwarven looking...
Jobs: Mason, Stone Worker, Engraver
Item: Pick
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Katsuun

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Re: The Saga of NOT Fail : [Community]
« Reply #12 on: June 03, 2009, 06:13:40 am »

Name: Zestorum
Description: Dwarven looking...
Jobs: Mason, Stone Worker, Engraver
Item: Pick


The others are already bringing an axe, so... yeah...

Work it out with them.
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how would a Fortress based curse work?

Quote
Rocks fall, everyone dies.

Sans context.

Katsuun

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Re: The Saga of NOT Fail : [Community]
« Reply #13 on: June 03, 2009, 07:59:07 am »

Interest in this dosn't appear to be high... and I'm having second thoughts about this... dosn't seem as fun as I first thought it would be...
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Quote
how would a Fortress based curse work?

Quote
Rocks fall, everyone dies.

Sans context.