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Author Topic: The Bloody Mines (Community Fortress)  (Read 4916 times)

kilakan

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Re: The Bloody Mines (Community Fortress)
« Reply #30 on: January 28, 2010, 06:51:45 pm »

huh, how appropriate, I like mauls, and ale.
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mission0

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Re: The Bloody Mines (Community Fortress)
« Reply #31 on: January 28, 2010, 08:49:38 pm »

25th of Felsite Year 53

We are making significant progress in the clean up of the area. Hilbo has discovered what the levers were for... after hitting one with his fist, and thus triggering it. The sound of running water could be heard in one of the surrounding rooms. When we investigated, the water had been dampened with small puddles of water. Perfect for farming.

With a farmable area I set Steady to work on a farm since he new most about plants from his brewing experience. He grumbled a bit, but once I pointed out that the mushrooms that we were growing could be brewed he went right to work.

Also we found something in the ground not to far away, it looks like a source of water. However I'm not to keen on exploring the hole in the ground that was dug down to the water after the snakemen we had seen I'm sure there are more somewhere down there that are just waiting for someone to go down there. There was a lever not to far from the hole... I'm not to sure what it was meant to do but there is a support down in the hole holding up a large section of wall which could be sent down into the water below. I like that idea.

We are building many thrones and tables to make an appropriate dining area. Some doors are being made as well to lock down some area. Soon after the doors we will need to make plenty of hatches, it seems that they may be a good way to section off the fortress proper.

Nub is walking around the fortress cataloging and marking everything in sight in the hopes of getting some sort of list of what is at hand.

*If anyone wishes to see the area we are in here it is. Don't let the desolation of the area deceive you, there are plenty of enemies in ambush... or I think there are.*

http://mkv25.net/dfma/poi-21183-fortressentrance
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mission0

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Re: The Bloody Mines (Community Fortress)
« Reply #32 on: January 28, 2010, 09:28:39 pm »

.....

Well I tried to do some suicidal things just now to try to flesh out some of the creatures of the map... I do not believe there are any other than the two named ones which I had come in with. I have the original map still though. Shall we restart with a fresh map filled with horrors? Or go on with this. Just to clarify I haven't seen any creatures spawn either and I am in mid-summer.
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Nubbify

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Re: The Bloody Mines (Community Fortress)
« Reply #33 on: January 28, 2010, 10:01:45 pm »

Oh yay. I'm the noble lacky. :P


As for restarting for spawns, I thought hostile units didn't appear until you detected them, at which point it's like "AMBUSH".

At least that's what I read about reclaim mode.

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mission0

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Re: The Bloody Mines (Community Fortress)
« Reply #34 on: January 28, 2010, 11:29:28 pm »

The named enemies stay around it seems but not the rest. For instance, originally when I had someone head down into the underground river he was swarmed by about 5 snakemen/olman and such. I send the entire party down there this time and not a thing.
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addictgamer

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Re: The Bloody Mines (Community Fortress)
« Reply #35 on: January 29, 2010, 03:02:05 am »

Correct, I have also noticed this.

I say go on with the story.
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I'm patiently waiting for the ability to mine and construct palaces in adventure mode.
Barony. A 3D, multiplayer roguelike I am developing.

mission0

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Re: The Bloody Mines (Community Fortress)
« Reply #36 on: January 29, 2010, 11:44:28 pm »

Ok so even without beasties yall would like to go on then?
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Beanchubbs

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Re: The Bloody Mines (Community Fortress)
« Reply #37 on: January 29, 2010, 11:45:52 pm »

I say we just continue on.
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addictgamer

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Re: The Bloody Mines (Community Fortress)
« Reply #38 on: January 30, 2010, 01:20:13 am »

Beasties are fun, but go on.

UNLESS you don't mind redoing it all.

In my experience, abandoning and reclaiming kills all beasts.
As far as I know though.
I only tested reclaim twice.
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I'm patiently waiting for the ability to mine and construct palaces in adventure mode.
Barony. A 3D, multiplayer roguelike I am developing.

Riversand

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Re: The Bloody Mines (Community Fortress)
« Reply #39 on: January 30, 2010, 02:39:39 am »

I also say go on ahead with what we have here.don't want to tempt Armok too much here.
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This is Dwarf Fortress! If we can chuck magma at innocent wildlife, we can do ANYTHING!

It was at this point that I realised that dwarves are actually the essence of chaos. What else can make perpetual motion machines, recursive statues with more building materials than the average tower and has such a short attention span that a damn fine chair can off-set the death of their entire family.

mission0

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Re: The Bloody Mines (Community Fortress)
« Reply #40 on: January 30, 2010, 03:09:00 pm »

Beasties are fun, but go on.

UNLESS you don't mind redoing it all.

In my experience, abandoning and reclaiming kills all beasts.
As far as I know though.
I only tested reclaim twice.

No I don't mind redoing it all, fairly simple layout. And tempting Armok is what is the most fun.

Anyways I'll get an update up until a decision is made.
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mission0

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Re: The Bloody Mines (Community Fortress)
« Reply #41 on: January 30, 2010, 05:35:15 pm »

19th of Gelena Year 53

Progress in the area has gone extremely well. Farms have been fruitful so far, amazingly we have found large stashs of seeds from the previous founders. So far only mushrooms have been grown, but these are better than starving in my opinion.

Soon after we had a steady supply of food, the idea to explore the area came to mind. The landscape had been relatively quiet and I thought getting to know our surroundings in this moment of peace would be a good idea. Suiting up we all set out to look around. First thing we looked at was the chasm that we passed on our way to the site, seemed rather quiet. BeanChubs kicked a rock in, I don't remember hearing it hit the bottom.

The next stop was on Kalari's list. We went to the volcano, the magma bubbled and flowed back and forth in the pit we found.

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addictgamer

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Re: The Bloody Mines (Community Fortress)
« Reply #42 on: January 30, 2010, 09:08:30 pm »

Hmmm...

Ya, start again on a place that you don't reclaim
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I'm patiently waiting for the ability to mine and construct palaces in adventure mode.
Barony. A 3D, multiplayer roguelike I am developing.

mission0

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Re: The Bloody Mines (Community Fortress)
« Reply #43 on: January 31, 2010, 02:04:08 am »

Hmmm...

Ya, start again on a place that you don't reclaim

I actually have the map backed up if we want to use the same map with the same people and such.
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addictgamer

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Re: The Bloody Mines (Community Fortress)
« Reply #44 on: January 31, 2010, 02:11:09 am »

Ok, now please start again when you can :)
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I'm patiently waiting for the ability to mine and construct palaces in adventure mode.
Barony. A 3D, multiplayer roguelike I am developing.
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