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Author Topic: Hazordhu II  (Read 48345 times)

Sirian

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Re: Hazordhu II
« Reply #75 on: October 18, 2010, 10:17:17 am »

I think that the zombies are there only because of halloween, at least the ones we have problems with.

I wanted to announce here that i'm building a giant bridge over the ocean so that we can respawn in "newlands" (the starting castle) without the need to build a boat every damn time. More info on that soon, but i think i have already half of the work done.
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Deon

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Re: Hazordhu II
« Reply #76 on: October 18, 2010, 10:29:01 am »

can boats move under bridges? Because if not, someone will be unhappy :P.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
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Sappho

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Re: Hazordhu II
« Reply #77 on: October 18, 2010, 10:53:55 am »

Okay, so some asshole built a house (protected by a totem) around the only metal deposit I know of on Newlands. So now I can't build a boat, so now I can't get back to the fortress (got killed by an undead when I wasn't paying attention). Anyone know of another metal deposit that isn't impossibly hard to get to, or happen to have a large stash of nails nearby so I can build a stupid canoe?

It sucks that we can't respawn on our island.  Maybe we should consider trying to find another spot where we *can* respawn. This whole build-a-boat-every-time-you-die thing is getting awfully tedious.

Edit: Nevermind, found another metal deposit nearby. Seriously though, this is a huge pain. Maybe we could ask to be allowed to spawn on Mainlands?
« Last Edit: October 18, 2010, 10:56:03 am by Sappho »
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olemars

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Re: Hazordhu II
« Reply #78 on: October 18, 2010, 12:26:14 pm »

I got nails for my noob-boat by buying them from the shopkeeper there. Not sure if their supply gets restocked or not.
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Sirian

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Re: Hazordhu II
« Reply #79 on: October 18, 2010, 01:54:31 pm »

The bridge is now built! no more boats !
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Kogan Loloklam

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Re: Hazordhu II
« Reply #80 on: October 18, 2010, 02:00:24 pm »

Nice job on the bridge. This is just a reminder to everyone, the treaty with the orcs prevents us from building things (like walls or bridges) north of our north gate. I was not happy to be confronted by an angry (armed and armored) orc (warrior) who said we walled up the demon pit. We shouldn't be going out the north gate at all.
« Last Edit: October 18, 2010, 02:02:49 pm by Kogan Loloklam »
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... if someone dies TOUGH LUCK. YOU SHOULD HAVE PAYED ATTENTION DURING ALL THE DAMNED DODGING DEMONSTRATIONS!

Deon

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Re: Hazordhu II
« Reply #81 on: October 18, 2010, 02:31:38 pm »

Omg, THE BRIDGE OF DEATH!!! There're many undeads on it, and everyone who tried to pass was bitten and became another undead o_O.
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Red

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Re: Hazordhu II
« Reply #82 on: October 18, 2010, 02:43:40 pm »

My BYOND key is RedIeader if you want to add me to the list.
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Sappho

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Re: Hazordhu II
« Reply #83 on: October 18, 2010, 03:43:42 pm »

Well shoot. I spent all this time starting to build a huge maze in a big open area (maybe 3 or so real-life hours) and then an orc came riding over on a Bux and warned me that I was on orc territory (it was far to the west of our fort, not north, I had no idea anyone had claimed the area) and I'd better get out or he'd kill me.  There sure are a lot of inconveniences to living on orc land (which, by the way, the orcs originally invited me to settle, assuring me that they were "very friendly" and would love some neighbors).  I'm considering just building another boat and exploring in another direction.  I know you guys have already set up a lot of stuff on this mainland - if I manage to find another spot on "human" territory, would you be willing to move?

Also, how do we know what is human or orc territory if we find a new island?  Do we just set up a flag/totem, die, and see if we can respawn there, or what?

olemars

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Re: Hazordhu II
« Reply #84 on: October 18, 2010, 03:58:59 pm »

So we have a fledgling settlement sandwiched between angry orcs and greedy humans who regularly drop by to annoy us. There's a troll and some sort of purple demon literally in our backyard, and another troll not far from the west gate. Starvation and cave-ins are a threat and even the domesticated animals seem to have a nasty grudge.

If there is to be a dwarf fortress in this world, then this is the right place for it.
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Red

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Re: Hazordhu II
« Reply #85 on: October 18, 2010, 04:08:02 pm »

Does sound like your typical DF fort doesn't it. :P
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Kogan Loloklam

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Re: Hazordhu II
« Reply #86 on: October 18, 2010, 04:24:48 pm »

« Last Edit: October 20, 2010, 11:18:37 pm by Kogan Loloklam »
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... if someone dies TOUGH LUCK. YOU SHOULD HAVE PAYED ATTENTION DURING ALL THE DAMNED DODGING DEMONSTRATIONS!

Sowelu

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Re: Hazordhu II
« Reply #87 on: October 18, 2010, 04:36:10 pm »

This...This might be worth fussing with BYOND again for.
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Duelmaster409

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Re: Hazordhu II
« Reply #88 on: October 18, 2010, 05:24:29 pm »

You guys have pretty much decided to settle in the most fun place imaginable. I've actually visited you guys' fort and pestered some of your people. They didn't like me and when shiverstide's snow fell I froze to death because I was wearing metal armor with no fur over-clothes, some guy even just watched me die while going about his business.
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Dwarf fortress: Teaching uni level geology to sadistic elf killers for years.

Kogan Loloklam

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Re: Hazordhu II
« Reply #89 on: October 18, 2010, 05:28:25 pm »

Actually I didn't go about my business. I watched you die because you were a silly human coming to Geshud Duradbesmar in the winter with no clothes. You had the audacity to insist on a trade where we got nothing.

What'd you expect out of a dwarf except to lock the doors and watch you go insane?
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... if someone dies TOUGH LUCK. YOU SHOULD HAVE PAYED ATTENTION DURING ALL THE DAMNED DODGING DEMONSTRATIONS!
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