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Author Topic: Dwarf Fortress MMO - Racoons...  (Read 14800 times)

Arkbrik

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Re: Dwarf Fortress MMO - An Experiment
« Reply #45 on: September 25, 2010, 09:54:31 am »

I took a look at dfterm, but I thought it would be hard to gather all the players at the same time (especially when migrants arrive and we get even more players). Also my Internet connection has a nasty habit of suddenly dying, which would be bad if it happened in the middle of a session.
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bayar

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Re: Dwarf Fortress MMO - An Experiment
« Reply #46 on: September 25, 2010, 11:29:30 am »

Chychi Goldenwhip

- Activate wood burning and furnace operating
- Build a wood furnace, smelter and glass furnace (somewhere near the other workshops)
- take a piece of wood and make 1 unit of charcoal
- put an order for coke 20 times
- start building 10 green glass blocks, 4 green glass tables, 5 green glass portals
- activate architecture and build a trade depot out of green glass blocks near the main fortress entrance
- put an order to replace every workshop with green glass block versions (or other type of block, if others don't want green glass) of the workshops
- spend the rest of the season making coke
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ExKirby

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Re: Dwarf Fortress MMO - An Experiment
« Reply #47 on: September 25, 2010, 12:45:44 pm »

Even though I know little to nothing of DF, I would like to join the waiting list.
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Derm would be a Half-Minute Hero boss. YOU HAVE 30 SECONDS TO FUCK HIM UP OR HE DOES IT TO THE ENTIRE WORLD!

Dariush

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Re: Dwarf Fortress MMO - An Experiment
« Reply #48 on: September 25, 2010, 02:15:50 pm »

I took a look at dfterm, but I thought it would be hard to gather all the players at the same time (especially when migrants arrive and we get even more players). Also my Internet connection has a nasty habit of suddenly dying, which would be bad if it happened in the middle of a session.
Why would you need to gather all players? You wait for orders from one, manage burrows/workshop settings/whatever to him, wait for next player, repeat. Also, internet failures aren't an issue - you'll simply reconnect and be right where you were (the worst that can happen is that you'll forget to pause beforehand).
Since it's maddeningly hard to do any mining orders and certainly impossible to do megaprojects, I wish thus:
Count 20 tiles north from wagon.
If have to go through rock, dig a three-wide hallway.
Build three down (or up/down if it happens to be in rock) stairs corresponding to horizontal tiles of wagon.
Dig more up/down staircases until the level under the river.
Make a room like this:
####XXX####
#                 #
#                 #
#                 #
#                 #
#                 #
#                 #
###########
(obviously not to scale) with empty part being 111 by 111 tiles.
Let's do some levelgrinding, baby  8)

Nattaboy

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Re: Dwarf Fortress MMO - An Experiment
« Reply #49 on: September 25, 2010, 03:49:54 pm »

I'm not really sure what is needed atm, so just get Giga to do whatever is needed, smoothing, mechanics, building design etc.
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Arkbrik

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Re: Dwarf Fortress MMO - An Experiment
« Reply #50 on: September 27, 2010, 08:20:57 am »

TURN 2 – SUMMER OF 151

Spoiler (click to show/hide)

Dariush decided to spend the summer grinding. His massive dig site enveloped Fivex’ tunnels, so Fivex would dig down instead of mining out the coal and hematite.

Spoiler (click to show/hide)

Chef had barely started setting up beds when Chychi went to sleep in one of them. Meanwhile, Fivex struck topaz. Chef went on a break, so only one bed was set up for now.

Spoiler (click to show/hide)

Brisk prepared the fishes she had caught earlier.

Spoiler (click to show/hide)

Chychi had now woken up. Giga had designed the designed the glass furnace, smelter, and wood furnace, and she constructed them. Chychi made a piece of charcoal in the wood furnace and then started making coke in the smelter.

Spoiler (click to show/hide)

Chef finished his break, set up the rest of the beds, and started gathering plants. Meanwhile Giga was smoothing some walls and floor.

Spoiler (click to show/hide)

Fivex broke through into the cavern at last! During her long tunneling she had found hematite, tetrahedrite, native silver, cassierite, cobaltite, orthoclase, native gold, microcline, malachite, marble, sphalerite, cinnabar and various stones and gems.

Spoiler (click to show/hide)

Suddenly a draltha came out of nowhere, scaring Fivex. But it seemed uninterested in her, and instead headed up the stairs to the surface.

Spoiler (click to show/hide)

Squeaky would have intercepted the draltha, but he was busy taking a break. The draltha ran out of the tunnels and into the sunlight, which it seemed to enjoy more than the cramped caverns. Later it ran off the map, while another draltha remained in the caverns.

Spoiler (click to show/hide)

Shortly after that, on the 19th of Malachite (mid-summer), migrants arrived!

Spoiler (click to show/hide)

The status. The fortress currently has 23 coke and 14 rock crafts.

Here is the fortress, from bottom to top:

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)

-snip- (a lot of 3x3 stairs)

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)

Below are the skills of the original dwarves. New or improved skills are in bold.

Spoiler (click to show/hide)

The following migrants are available to LordSlowpoke, mrbobbyg, breadbocks and USEC_OFFICER. Pick one, give it a name, post orders.

Spoiler (click to show/hide)

The next turn will be from now (mid-summer) until the first caravan (late autumn, assuming you build a trade depot). Post your orders!
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LordSlowpoke

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Re: Dwarf Fortress MMO - Migrants have arrived!
« Reply #51 on: September 27, 2010, 08:30:28 am »

Urist Pastimewound

(in order of importance)

1. Chop wood until no aboveground wood available

2. Activate carpentry/architecture, build trade depot near river

3. Deactivate architecture, start building a 9x11 wooden wall-rectangle, if runs out of wood, go to caverns, chop enough to complete wall.

and hope you can pull this off before you run out of time

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USEC_OFFICER

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Re: Dwarf Fortress MMO - Migrants have arrived!
« Reply #52 on: September 27, 2010, 10:37:17 am »

Become Zasit Helmedloved.

I'll add instructions later.
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squeakyReaper

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Re: Dwarf Fortress MMO - Migrants have arrived!
« Reply #53 on: September 27, 2010, 10:57:11 am »

I wanted to kill the monster, but I was just soooooooooo tireeeeeeeeed...

LordSlowpoke, I'd appreciate it if I could cover either the carpentry part or the wood part.  I spent all my points in being good at it after all.
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Dariush

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Re: Dwarf Fortress MMO - Migrants have arrived!
« Reply #54 on: September 27, 2010, 11:12:09 am »

When I'm finished, I would like a stone crafting job, craftsdwarf workshop in dead middle of this giant room, 31x31 stockpile of crafts around it (with workshop in the middle) and stone crafts on repeat. Let the world suffer.

breadbocks

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Re: Dwarf Fortress MMO - An Experiment
« Reply #55 on: September 27, 2010, 03:57:15 pm »

I'll take the first male migrant.
Spoiler: MY orders (click to show/hide)
Mine gets priority for being the first reserved.
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Clearly, cakes are the next form of human evolution.

analog

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Re: Dwarf Fortress MMO - Migrants have arrived!
« Reply #56 on: September 27, 2010, 04:12:57 pm »

CHEF says:
-continue with the cooking until al the meat and fat and organs are gone.
-kill/butcher every new-born animal that hasn't got two descriptions stating it as fat/muscled/huge... If the new-born has even one skinny/weak/... line in it's description: KILL IT! Any tame animals that came with the migrants except for the pets?
Yeah, these two are going to be my priority. Making meat roasts! Too bad that no one killed the intruder. Some fresh draltha meat would have been nice.

-brew booze
-plant outside crops

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A dwarf is a short, bearded, drunk embodiment of Survival of the Fittest, chasing you around and admiring your haunting moos.

USEC_OFFICER

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Re: Dwarf Fortress MMO - Migrants have arrived!
« Reply #57 on: September 27, 2010, 04:35:51 pm »

Orders for  Zasit Helmedloved.

1. Aquire a pick, or get one of the miners to help me.

2. Dig a hallway leading out from the topmost 3x3 staircase, and construct two 3x3 rooms that connect to that hallway, one on each side.

i.e.

Code: [Select]
XXXXXXXXXXX
X   X X   X
X   D D   X
X   X X   X
XXXXX XXXXX
XXXX   XXXX

X= Wall, D = door

3. Build a mason's workshop in one of the two rooms, and mine a stone/furniture stockpile out beside it.

i.e.

Code: [Select]
XXXXXXXXXXXXXXXXXXXXXX
X   X X   X          X
X   D D   D          X
X   X X   X          X
XXXXX XXXXXXXXXXXXXXXX
XXXX   XXXX

(Feel free to make the stockpile bigger.

Turn the other room into a bedroom for me.

4. Churn out doors, tables, chairs, cabinets, armour and weapons stands.

That should be it for now.
« Last Edit: September 27, 2010, 04:40:46 pm by USEC_OFFICER »
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fivex

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Re: Dwarf Fortress MMO - An Experiment
« Reply #58 on: September 27, 2010, 04:52:05 pm »

FIVEX:
Help out zasit
Finish the orders from last turn,however churn out 10 steel picks and 3 iron picks for new people who might want to mine.
Make some iron mechanisms and cages, build cages along the hallway you made in the first cavern
Continue to churn out steel, make 10 steel chairs and tables
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bayar

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Re: Dwarf Fortress MMO - An Experiment
« Reply #59 on: September 27, 2010, 05:47:43 pm »

Chychi Goldenwhip

- Activate wood burning and furnace operating
- Build a wood furnace, smelter and glass furnace (somewhere near the other workshops)
- take a piece of wood and make 1 unit of charcoal
- put an order for coke 20 times
- start building 10 green glass blocks, 4 green glass tables, 5 green glass portals
- activate architecture and build a trade depot out of green glass blocks near the main fortress entrance
- put an order to replace every workshop with green glass block versions (or other type of block, if others don't want green glass) of the workshops
- spend the rest of the season making coke

Continue with this.
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