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Author Topic: Naturelabor- a succession game.  (Read 13379 times)

USEC_OFFICER

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Re: Naturelabor- a succession game.
« Reply #60 on: October 21, 2010, 12:24:01 pm »

Can me and mrbobbyg switch turns? I'm kinda in the middle of something now.
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mrbobbyg

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Re: Naturelabor- a succession game.
« Reply #61 on: October 21, 2010, 02:45:41 pm »

SWITCHED!
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!!Elves!! would actually be kinda cool as a civ symbol.  !!Clowns!!, however, you get the impression they're on fire of their own free, malicious, evil, will.

Also, much scarier if literally clowns.

roflgar

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Re: Naturelabor- a succession game.
« Reply #62 on: October 21, 2010, 03:48:16 pm »

I'd like to sign up for this game, so add me please.  I'm fairly experienced with DF in case things are headed to HFS (which I'm preparing to invade in a separate fortress!!!).
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Quote
NatureLabor:  largest concentration of elf-loving dwarves and a few dwarfs trying to beat that out of them.
-TerrisH

FearfulJesuit

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Re: Naturelabor- a succession game.
« Reply #63 on: October 21, 2010, 03:50:24 pm »

I'd like to sign up for this game, so add me please.  I'm fairly experienced with DF in case things are headed to HFS (which I'm preparing to invade in a separate fortress!!!).

I'm fine with it. Hello, roflgar.
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@Footjob, you can microwave most grains I've tried pretty easily through the microwave, even if they aren't packaged for it.

Comrade

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Re: Naturelabor- a succession game.
« Reply #64 on: October 21, 2010, 07:06:23 pm »

Player List
1. TerrisH
2. dhokarena56
3. Comrade

4. mrbobbyg
5. USEC_OFFICER
6. roflgar


Red = Played Turns
Green = Current Turn
Yellow = Future Turns
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FearfulJesuit

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Re: Naturelabor- a succession game.
« Reply #65 on: October 21, 2010, 07:14:02 pm »

Player List
1. TerrisH
2. dhokarena56
3. Comrade

4. mrbobbyg
5. USEC_OFFICER
6. roflgar


Red = Played Turns
Green = Current Turn
Yellow = Future Turns


So then we'll just repeat the cycle?
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@Footjob, you can microwave most grains I've tried pretty easily through the microwave, even if they aren't packaged for it.

Comrade

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Re: Naturelabor- a succession game.
« Reply #66 on: October 21, 2010, 08:12:55 pm »

Yes so now we wait until mrbobbyg has went.
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lolghurt

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Re: Naturelabor- a succession game.
« Reply #67 on: October 22, 2010, 12:43:49 am »

Yes so now we wait until mrbobbyg has went.
I wish I could be a part of this game. Seems fun, and above all else, ACTIVE.
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Quote from: acetech09 date=1343968486
It's probably made from baby bone, with a handle of baby leather. Probably uses the leg bones wound together for the handle, the pelvis for the handle/pick joint, and the pick is the spine.

But that's all in theory, of course. Not like I've made a pick out of my own 5 month old baby before.

mrbobbyg

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Re: Naturelabor- a succession game.
« Reply #68 on: October 22, 2010, 07:22:35 am »

I'm going to update extensively today.
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!!Elves!! would actually be kinda cool as a civ symbol.  !!Clowns!!, however, you get the impression they're on fire of their own free, malicious, evil, will.

Also, much scarier if literally clowns.

mrbobbyg

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Re: Naturelabor- a succession game.
« Reply #69 on: October 22, 2010, 10:19:28 am »

Wait.  The save file has no fortress, only a region. 

Can someone direct me to a working save?
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!!Elves!! would actually be kinda cool as a civ symbol.  !!Clowns!!, however, you get the impression they're on fire of their own free, malicious, evil, will.

Also, much scarier if literally clowns.

Comrade

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Re: Naturelabor- a succession game.
« Reply #70 on: October 22, 2010, 04:25:52 pm »

What? I downloaded the file and extracted the whole thing into "save" then ran Dwarf Fortress and it worked out fine.

Try extracting the file into:
***\Dwarf Fortress\data\save
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mrbobbyg

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Re: Naturelabor- a succession game.
« Reply #71 on: October 23, 2010, 07:52:23 am »

Okay, got it working.

Things look pretty good.  I really like that awesome tree farm.

We need forges.  And MAGMA!

And a military.  Establishing a danger room will be my number one priority.

Any advice from the last player would be welcome too.

STRIKE THE EARTH (some more)
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!!Elves!! would actually be kinda cool as a civ symbol.  !!Clowns!!, however, you get the impression they're on fire of their own free, malicious, evil, will.

Also, much scarier if literally clowns.

TerrisH

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Re: Naturelabor- a succession game.
« Reply #72 on: October 23, 2010, 09:56:18 am »

^_^  yhea.  first tree farm I built.   It was annoying having to constantly watch the surface when I sent the wood cutter out.   had to make sure the skelephants weren't  in our corner. 

I wanted some legendary miners also, so I had them hollow out the first level.      Was intialy planing to flood the area afterwords, so we could turn it into farmland if needed.    even built the floodgates.   to large of an area though, and it would have diverted the waterfall from the dinning room while I was doing it.


hmm.    potential project for Idle hands:   Build corridor 3-5 tiles long from the bridges over the river chasm.  Line them with cage traps to trap any passing animals.  for disposal and/or training.   an elephant herd travels the area occasional, so we can get a herd of war elephants to defend out home.    the bridges when down serve as a channel. unsure if they would also trap skelephants. 

oh, mrbobbyg,  what did you do to get it working?   want to load a map of last turn to the map-archives, and I need to open the save to do so.
« Last Edit: October 23, 2010, 10:03:23 am by TerrisH »
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Comrade

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Re: Naturelabor- a succession game.
« Reply #73 on: October 23, 2010, 01:04:38 pm »

Do you understand what lever does what? Press (N)otes for halp. My advice, build larger boose and create better rooms for everyone. Your basically set, oh and also you could block off the lower left hand of the map. Like a long wall.
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TerrisH

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Re: Naturelabor- a succession game.
« Reply #74 on: October 24, 2010, 08:52:44 pm »

  http://mkv25.net/dfma/map-9770-naturelabor

   Updated with comrads turn and some coments by mee.

   a few thouts on the site.   

   the barracks and Hospital need to be finished.  the barracks are designated, but have no door or equitment. the hospital has some beds, but is not designated.   missing a lot of equitment.
   Our millita captian is supporting some broken bones, so hospital might be a priority, just to get him healed.

  make a few more coffins and finish placing them in the crypt?

   wish to ask why the stills and kitchens were moved away from the food stores.    it's a bit of a long walk now.
« Last Edit: October 24, 2010, 08:54:25 pm by TerrisH »
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