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Author Topic: Hazordhu II  (Read 48434 times)

Muz

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Re: Hazordhu II
« Reply #270 on: October 23, 2010, 03:30:46 am »

Just finished the new plans for Duradbesmar, but not putting it in public, where the orcs can see it. Anyone who needs them bump in with me on #Bay12Dwarves or bug me in game.

On second thought, I'll post a link to it on a signboard in front of the fortress.

Could the dwarves in Duradbesmar get more building materials? Stone, tar, bricks. The pillars are a little off on those plans, I'll lay them down as soon as we get the materials.

Or, heck, if there's nothing to do, you could always just pave the ground.


I'm thinking of giving Duradbesmar a neutrality policy, because of its precarious position.
« Last Edit: October 23, 2010, 07:18:09 am by Muz »
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Sirian

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Re: Hazordhu II
« Reply #271 on: October 23, 2010, 04:33:11 am »

To everyone who wants plans for Abaloddom, i don't think it is time for that yet, right now my idea is that we discover everything (mining out the cave and exploring the outside), so that we can make educated choices on the room placement. For example, we'll probably want to make the main gate as close as possible to the local rune circle, since those are the fastest way of travel. We want to build forges as close as possible to inner metal deposits, and once we know the location of the boulders we can choose which ones we keep and which ones we pave. We will need one area unpaved for mushroom cultivation and we also shouldnt pave around clay deposits, so that we can gather dirt on site to make tar. I also want large, specialized workshops : metalworks near metal deposits with several forges and anvils, alchemy workshop with breakdown counters and cauldrons, Kitchen, etc...
Duradbesmar had only one working place with everything crammed in and it was hard to move or work if someone else was in there.

Also, since chests can only store 100 items, we will have specific stockpiles for some ressources directly on the ground, which allows for a much denser storage and makes it easier to know what is stored there. The chests are only useful when you want to store small amounts of various stuff in one place (like tools or any equipment), or eventually when storing things that wild animals can eat.

Anyway, i'm heading to bed right now, but don't build too much, especially walls, because it will be quite hard to remove (and we will have to remove some stuff eventually, when we plan the final layout). I'm not saying that i get to be the only one who decides what goes where, but i think its best to discuss that together a bit later and make the decisions then, instead of everyone building things randomly and making a whole mess of the place. I remind you that it's still day 1, so we're not exactly in a hurry to build everything today. Personal rooms will wait and workshops are temporary !
« Last Edit: October 23, 2010, 04:46:48 am by Sirian »
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nenjin

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Re: Hazordhu II
« Reply #272 on: October 23, 2010, 05:46:36 am »

Couple things~

First off, I'm told that Fl0ak designed Abaloddom cave system especially for us. As in, made it bigger than it was. We've barely scratched the first 1/3rd of it as of...almost 6am my time, and apparently it represents a large chunk of the underground world. So let's make it our baby, yeah?

Second. So far, a large forge/stuff area has been established a little ways in from the central gate. It's directly next to, I shit you not, 16 metal deposits. I've built out two rooms so far, one for the forge and another one that encloses most of the metal deposits. A large interior lake has been found just NW of the large forge area.

The East and West gate areas remain largely undeveloped.

Third. It takes about 1 min of dedicated tabbing to destroy a "Stone Wall" with any old tool. So don't freak out if some walls are up and a design is already started. It's not that big of deal. That's why I'm not doing anything in brick so far.

Fourth, most of the cave system so far is supported, but it was done haphazardly, so if the server goes down, expect some cave-ins in isolated areas.

Lastly, we should get a good design going for this, because we have a lot of room to work with. How much room is unclear...I'd guess it's on the order of 400x400 tiles or more, with big solid square chunks scattered throughout.
« Last Edit: October 23, 2010, 05:48:59 am by nenjin »
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Poltifar

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Re: Hazordhu II
« Reply #273 on: October 23, 2010, 05:56:46 am »

So, where can we and were cant we build totems? Its a shame we cant build totems in the northern continent, it being orc territory, but can we build them anywhere else?
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<@Poltifar> yeah i've played life for almost 23 years
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olemars

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Re: Hazordhu II
« Reply #274 on: October 23, 2010, 05:59:52 am »

So, where can we and were cant we build totems? Its a shame we cant build totems in the northern continent, it being orc territory, but can we build them anywhere else?

Hey there.  I've been creeping this topic since it started.

Just to let you guys in on a little secret.  I snuck into the update the inability to use totems and capture flags.  This should level the playing field as well as weed out solitary/bad roleplayers.

Hope this helps your RP out.

-F0lak
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Poltifar

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Re: Hazordhu II
« Reply #275 on: October 23, 2010, 07:05:43 am »

Woops, should have read the couple of pages of new posts before asking.
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<@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

nenjin

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Re: Hazordhu II
« Reply #276 on: October 23, 2010, 07:17:15 am »

Ok, here's a mostly to scale pic of Abaloddom.



If the cave is in a big straight line, it's a solid wall. Like I said, that's "less than half" the total cave. There's no bedrooms cut out so far, and *most* passages are at least 2 tiles wide.
« Last Edit: October 23, 2010, 07:18:58 am by nenjin »
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Cautivo del Milagro seamos, Penitente.
Quote from: Viktor Frankl
When we are no longer able to change a situation, we are challenged to change ourselves.
Quote from: Sindain
Its kinda silly to complain that a friendly NPC isn't a well designed boss fight.
Quote from: Eric Blank
How will I cheese now assholes?
Quote from: MrRoboto75
Always spaghetti, never forghetti

Muz

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Re: Hazordhu II
« Reply #277 on: October 23, 2010, 07:19:26 am »

Lol, you really do need an architect to go and figure out how to deal with that.
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PenguinOverlord

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Re: Hazordhu II
« Reply #278 on: October 23, 2010, 10:47:02 am »

God damnit now I'm in spawn instead of the fortress.
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Vattic

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Re: Hazordhu II
« Reply #279 on: October 23, 2010, 11:04:23 am »

Same for me. I had to borrow some tongs to make myself some. Chicken and the egg anyone?
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6 out of 7 dwarves aren't Happy.
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Kogan Loloklam

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Re: Hazordhu II
« Reply #280 on: October 23, 2010, 12:00:25 pm »

What happened?
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... if someone dies TOUGH LUCK. YOU SHOULD HAVE PAYED ATTENTION DURING ALL THE DAMNED DODGING DEMONSTRATIONS!

Vattic

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Re: Hazordhu II
« Reply #281 on: October 23, 2010, 12:03:37 pm »

They had an error reloading the map. It loaded some of us back at the start others at the fort. They stopped the server for a bit and fixed things. Unfortunately a lot of the cave exploration has been undone and we have a small problem with male Bux out the front of the fort.

I haven't seen any other dwarves on yet. We need to secure the place.
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6 out of 7 dwarves aren't Happy.
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Muz

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Re: Hazordhu II
« Reply #282 on: October 23, 2010, 12:12:57 pm »

Hmm... I just had a suggestion for Sappho's maze from all the minotaur talk on DF. There should be like a male Bux in the maze. Or a few ruffs, maybe even a Flargl, if you want to make it more fun :P
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Vattic

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Re: Hazordhu II
« Reply #283 on: October 23, 2010, 12:26:07 pm »

I got mobbed by a load of hodges and am now dead, unfortunately I don't know my way back to the fort either so the place is completely unguarded until people get back online. I would have only been able to play for another hour or so then again much later anyway but still it's not ideal.

edit: I suppose the hodges are a kind of guard but they are not at all entrances and not all the entrances are joined any more.
« Last Edit: October 23, 2010, 12:28:57 pm by Vattic »
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6 out of 7 dwarves aren't Happy.
How To Generate Small Islands

Muz

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Re: Hazordhu II
« Reply #284 on: October 23, 2010, 12:34:53 pm »

You guys really need a ferrying system to bring dead people around, at least until a long bridge is built to get there easily.
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