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Author Topic: Hazordhu II  (Read 48391 times)

Sirian

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Re: Hazordhu II
« Reply #195 on: October 22, 2010, 04:40:06 am »

About the Gorge orcs, they are actually the ones that attacked the fort and declared war. I could clearly identify one of the two who declared war, just before shooting fire on the bridge's wall.
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Vattic

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Re: Hazordhu II
« Reply #196 on: October 22, 2010, 05:00:51 am »

I am in Newlands and can find no metal for a boat a fellow named NoNick and I searched high and low. Is there anywhere better to spawn from which I can find my way to the fort?

Edit: thanks to a fellow dwarf named Nenjin I found some. Turns out I was looking for the wrong icon.
« Last Edit: October 22, 2010, 05:12:20 am by Vattic »
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Muz

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Re: Hazordhu II
« Reply #197 on: October 22, 2010, 05:16:50 am »

The gate list thing is a little tedious, but I guess as long as people are going to build and rebuild doors, we have to keep track of it. Anyone else who rebuilds a gate or some other public entry needs to maintain access to it.



P.S.S. I think I'm going to just start a new character because I like the way I died and I don't want to come back to life magically even though I was killed. That would be pretty lame from my perspective.

That's actually pretty cool. I think I'll let my character die permanently if he gets killed from assassination or something plot-related too. But still respawning if some zombie eats his brains or a Flargl knocks him into magma :P
« Last Edit: October 22, 2010, 06:19:38 am by Muz »
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nenjin

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Re: Hazordhu II
« Reply #198 on: October 22, 2010, 05:35:21 am »

I totally claim head of the Thieves Guild. Heehee.

PS - State of the bridge between Newland and the Mainlands

It's fucked, in a big way. Even IF the orcs hadn't torched the Mountainhome side of it, it's collapsing all along its length from degradation. I imagine by the time someone reads this, it will have decayed entirely.

I've started moving (an assload of) clay and stone up to the start of the bridge on the Mountainhome side. I've built a well so we can make tar there, and there are stone and clay deposits in the Mountainhome, and S, SE of the Mountainhome (or NE of my corner.) So get crackin', and a get stone bridge built. Because we're pretty much back to the days of having to boat across after a respawn.
« Last Edit: October 22, 2010, 05:41:13 am by nenjin »
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Vattic

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Re: Hazordhu II
« Reply #199 on: October 22, 2010, 05:53:59 am »

Is it common for servers to go down and how long does it usually take before things go back up?

I totally claim head of the Thieves Guild. Heehee.
Very suitable; You look devious dressed as you are.
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Muz

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Re: Hazordhu II
« Reply #200 on: October 22, 2010, 06:21:49 am »

It's probably not as decayed as it looks. Decay becomes visible at 95% (at least with stone), so there's still a long way to go. We do need to replace that bridge with stone eventually, because it's only a matter of time until a pyromaniac or an orc burns it.
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squeakyReaper

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Re: Hazordhu II
« Reply #201 on: October 22, 2010, 06:40:16 am »

I'm all for founding another home- especially if I get to participate in the building of this one.  Quite a fun game we have here, though the orcs are a bit...  over zealous.  I know they're supposed to be war-like, but they take it a little over board.
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Rakonas

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Re: Hazordhu II
« Reply #202 on: October 22, 2010, 07:15:21 am »

Don't know how I didn't notice this topic until now despite 14 pages in 4 days. Looking forward to playing it, sounds like we've got an awesome fortress going. Byond name is Rakonas. Any idea when the server will be up?
« Last Edit: October 22, 2010, 07:27:15 am by Rakonas »
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Vattic

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Re: Hazordhu II
« Reply #203 on: October 22, 2010, 09:19:40 am »

A little bad news:
Quote
(Kai): Vattic, might want to let your fellow dwarves know that we'll be wiping soon to replace the saving system.
(Kai): ;(

edit:
Quote
(VatticDF): is it just a map or also a character wipe?
(Kai): Complete wipe, both map and character

Quote
(Kai): The new save system will be incompitable with the old one.

Quote
(F0lak): Tomorrow morning.  Or tonight, if I don't work.

Quote
(F0lak): We have 2 hours downtime scheduled for tomorrow.
(F0lak): So it'll be then at the latest.
(F0lak): I have at least some of the day off, so I'm working on the new save system right now.
« Last Edit: October 22, 2010, 09:38:25 am by Vattic »
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Ricky

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Re: Hazordhu II
« Reply #204 on: October 22, 2010, 10:13:16 am »

the game looks fun, so i just made an account

rck88, i be
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Kogan Loloklam

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Re: Hazordhu II
« Reply #205 on: October 22, 2010, 10:53:30 am »

Okay... So, do we want to rebuild Duradbesmer where it is, or move it to the Vericy island?

About the Gorge orcs, they are actually the ones that attacked the fort and declared war. I could clearly identify one of the two who declared war, just before shooting fire on the bridge's wall.

??? The bridge's wall?
I'm a little lost. Can you post a play by play of what happened?

I can only identify maybe 4 orcs. One is a Gorge orc, two are whaterfal, and this third is the extinct tribe that needs to seriously be slaughtered, even if Sirian left. He don't talk to us like that darnit!

Also, Sirian, you wanna take SqueakyReaper for your fortside?

I'm gonna make a Spreadsheet of the fort's mine walls, so we can plan out our next one better. It'll be posted soon. Tomorrow's the wipe, so if we are rebuilding in DuradBesmar, then it'll be based on the plans our community makes and agrees with, instead of this slapshod thing.
« Last Edit: October 22, 2010, 10:57:07 am by Kogan Loloklam »
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squeakyReaper

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Re: Hazordhu II
« Reply #206 on: October 22, 2010, 11:08:20 am »

I say that we try to quickly claim our land, wherever it may be.  Vericy Island is a solid place as any, and allows us to work without being disturbed by orcs this time.  This is assuming that all geography will be the same, as they may of changed an area or some such.

As a note, I will be unavailable until 10 PM EST tomorrow.  Sadly this means I can't help with the start up of it, but I will get on right as I get home to provide assistance.  Also, what name shall we use for our fort?
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Muz

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Re: Hazordhu II
« Reply #207 on: October 22, 2010, 11:37:28 am »

Wait, a complete wipe? It has to have a significant change for something like that... I hope they add proper dwarves :P

I kinda like Duradbesmar as its current location is. It provides just enough diplomatic conflict to be Fun. But a change of place might be a little more exciting. Maybe we could claim a different island, because I didn't know that this one didn't allow totems. I'd rather it be somewhere a little more dangerous, if we move, though, maybe near magma and some Flargls.
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Kogan Loloklam

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Re: Hazordhu II
« Reply #208 on: October 22, 2010, 12:09:29 pm »

Here it is, scale is 1 pixel per square.

The Purple is area we shouldn't build in, and we should avoid any pillars that clear it too (So that we can have that large area to the right without anyone knowing unless they dig)
The Pink area is the area that is exposed already that we shouldn't mess with. Mainly I say that because we don't wanna add an entire two gates. One orc gate is more than enough
The Brownish area is the area for constructing the fort.

So, plan it out. If no plans are made, It'll just be as it is now.


(Please note, this edit represents a change in the image. The bottom right corner was off a bit, and now its fixed.
« Last Edit: October 22, 2010, 12:25:44 pm by Kogan Loloklam »
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garfield751

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Re: Hazordhu II
« Reply #209 on: October 22, 2010, 12:18:52 pm »

id rather move back to where we are instead of moving but a change of scenery could be nice but at least a wipe dosent mean we have to reclaim the fortress from orcs
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