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Author Topic: Hazordhu II  (Read 48340 times)

Sappho

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Re: Hazordhu II
« Reply #105 on: October 19, 2010, 05:46:16 am »

Do buildings decay if they're not protected by a totem?  I just looked at my half-built maze and where the log walls used to be there is now only charcoal.  Were they destroyed, or will this happen automatically?  Is there any way to build a large structure (too big to be covered by a totem) without it falling apart, or are my plans all for nothing?

Rift

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Re: Hazordhu II
« Reply #106 on: October 19, 2010, 05:53:24 am »

Quote
It's worth to note that we can respawn in Hazion lands, and they are closest to our fort. And we cannot respawn in orc lands. People should remember that when they think about "wars" (which have only RP value because you lose nothing).

..as inconvient as it is to travel across the water.... and while it gives  a huge advantage to the orcs... i like being punished a bit for dieing..
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Deon

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Re: Hazordhu II
« Reply #107 on: October 19, 2010, 05:57:00 am »

Do you still like it when you are killed without rp reason and have to build another boat to get back to your house? :)
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Sappho

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Re: Hazordhu II
« Reply #108 on: October 19, 2010, 06:04:43 am »

Alright, I'm confused.  I went south, grabbed a boat, and headed east along the coast, dodging the undead stronghold.  The continent continues to the east for a ways, then turns south.  Then it turns west.  All the way back to Newlands and our bridge.  So the "ocean" is actually just a giant lake in the middle of the game world?  Newlands is only separated from other land by a small 1-tile line of water. 

I did find some flargl, though.  Maybe I'll make myself a quiver and shoot one down from the boat...


Muz

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Re: Hazordhu II
« Reply #109 on: October 19, 2010, 07:13:37 am »

I'm also still a little annoyed that players told me clearly in OOC that we were welcome to start a new settlement in the Mainlands, that the orc players were very friendly, and that there was plenty of open space not being used which we were welcome to build on.  Naturally I can see that it worked out as a very dwarven fortress area and all, but it's still pretty low of those players to pretend to be helping a new player in order to set us up like that by lying in OOC (especially since you're not supposed to discuss IC stuff in OOC).  The only reason I went there in the first place was that I needed a big area to build my maze on.

I thought it produces very interesting RP. We have to be very nice to the orcs because they can overwhelm us in battle. We have to be nice to Hazions, because we respawn there. And despite having a player advantage (B12 has 15+, Hazions have about 5, Orcs 2, 4-6, with warring tribes). We're at a disadvantage in combat, so it balances out. And dwarves control a large part of the passage between those two so both of them are going to either trade with us or use us for political reasons.

I don't think the orcs will be "setting us up for the kill", though. It's not much of a challenge to kill us. The orcs are a pay to play race, so I don't think they're the type to be griefing. Of course, there might be one or two griefers among the bunch. Even then, PKing orcs would be more likely to go and kill the Hazion. They're quite harsh ICly, but friendly OOC.

Quote
I still need to find a big open area to build my epic structure, so I think I'll build a canoe and find a new place to do that.  My own hermit challenge, I guess. :) Does the game tell you when you build and place a totem/flag whether you can respawn there?

I think if you can't build a totem there, it's not suitable territory. You have to claim a flag after you build it. If you can't claim it, you can't respawn either.

Do buildings decay if they're not protected by a totem?  I just looked at my half-built maze and where the log walls used to be there is now only charcoal.  Were they destroyed, or will this happen automatically?  Is there any way to build a large structure (too big to be covered by a totem) without it falling apart, or are my plans all for nothing?

If they decayed without a totem, our whole fortress would crumble :P

Heh, the totem only keeps them from being destroyed. But if it's charcoal, it's very likely that someone burned it down for fun ;)

But anything a totem doesn't protect can be destroyed. I'd suggest you not build an epic structure with wood, because any noob can set alight the floor and accidentally burn down the whole thing. Make it at least out of stone, or out of brick if you want a really hard one to break down. People can still bash through it, but it'd take days to tear it down bit by bit. So make something that still looks cool when in ruins.

And trade with the dwarf fort for resources if you need some ;)
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Sappho

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Re: Hazordhu II
« Reply #110 on: October 19, 2010, 07:18:00 am »

Whoa.  Sailing along the furthest eastern coast, I came across this:



But alas, inside there is only this:



Why would the game designer make such an epic place and then not let you expand on it?  The water inside is ocean water, too, so I can't even drink it. :(

Edit: Okay, I've come full circle.  There's nothing along the eastern edges of the world but cliffs.  If you follow them too far south, it suddenly gets very hot and you start to burn to death.  I'll check to the west, but I"m starting to think I won't get to build my epic maze after all... :( Maybe my task can be to create a map of the world instead.
« Last Edit: October 19, 2010, 07:22:22 am by Sappho »
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Muz

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Re: Hazordhu II
« Reply #111 on: October 19, 2010, 07:30:07 am »

Did you try going to the hot place naked? I think all that fur adds a lot of heat.
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Grantyman

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Re: Hazordhu II
« Reply #112 on: October 19, 2010, 07:39:07 am »

Hey! Joined! My name is Gplatypus.
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olemars

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Re: Hazordhu II
« Reply #113 on: October 19, 2010, 07:44:53 am »

But alas, inside there is only this:




Did you check the water for fairies?
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Sappho

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Re: Hazordhu II
« Reply #114 on: October 19, 2010, 07:51:25 am »

Okay, I went south again during Shiverstide and it was cool enough.  I found the desert continent with all the Olihants running around looking for a dwarf to step on (and no sign of any caves or useful resources).  I also circumnavigated the entire game world in about eight minutes - this world is not nearly as large as F0lak implied.  I guess I'll start trying to make a map rather than find a place to build my beautiful dream structure...

Kogan Loloklam

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Re: Hazordhu II
« Reply #115 on: October 19, 2010, 10:13:54 am »

Orcs appear to be two groups. You have the Flargl group, and the Non-Flargl group. The Non-Flargl group, according to one of the Flargl group, are the ones that hate us.

Now they are also have tribes in this somehow, chief among them is the Whaterfall tribe.

Apparently it is only the Flargl group that hates us. Since we have manufactured weapons, I don't think we need to be as concerned about the orcs or the Hazion. I am starting to think soon we will be more dangerous to both of them. Already we have taken some hard lines with the Hazion, stating clearly on our signs that they aren't to walk around our fortress unescorted. I am pretty sure if we build to the north the orcs will fight us, and their respawning will make things difficult. Likewise I think if we stay in the south, we will be fine. So build the maze near the shore where we landed and it should be fine.
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Cheese

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Re: Hazordhu II
« Reply #116 on: October 19, 2010, 10:37:54 am »

Haven't been playing this, but I say we do the dwarvenly thing and kick both their arses. Or destroy the orcs alongside the Hazion then turn on them. Meh.
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Muz

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Re: Hazordhu II
« Reply #117 on: October 19, 2010, 10:46:32 am »

Finally finished all the basic objectives I set for myself.. got a nice room (just needs a nice table). Got full armor, nice weapons, and a canteen and sack. Food is abundant. Just need a mount, a place to keep it, and maybe a few potions.

Now it's time to start building defenses and just get the dining room done. And maybe later mandating flargl clothes, so I can dress purple like a noble and get an adamantine crown :P

Oh, BTW, it seems like googling "Hazordhu" now turns up the B12 thread about it. So keep all the secret plans to destroy the world within the fort ;)
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Poltifar

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Re: Hazordhu II
« Reply #118 on: October 19, 2010, 11:05:07 am »

I am Poltifar in BYOND, being added would be nice, I've journeyed all the way to the door of the fortress and its locked.
(BTW ingame name is Xavius, though as I said BYOND key is Poltifar. Not sure which is used.)
« Last Edit: October 19, 2010, 11:10:37 am by Poltifar »
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Quote
<@Poltifar> yeah i've played life for almost 23 years
<@Poltifar> i specced myself into a corner, i should just reroll
<@Akroma> eh
<@Akroma> just play the minigames until your subscription runs out

Kogan Loloklam

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Re: Hazordhu II
« Reply #119 on: October 19, 2010, 11:43:16 am »

Copy that with the secret plans. I will not post our traps in there. True dwarves should get the message though.

Note that Deon's name was wrong in our gate access list previously, as was Garf's. Here is the most current one:

Gate access list:
http://www.bay12forums.com/smf/index.php?topic=68552.msg1657602#msg1657602
« Last Edit: October 20, 2010, 11:17:51 pm by Kogan Loloklam »
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... if someone dies TOUGH LUCK. YOU SHOULD HAVE PAYED ATTENTION DURING ALL THE DAMNED DODGING DEMONSTRATIONS!
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