Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 5 6 [7] 8 9 ... 46

Author Topic: Hazordhu II  (Read 48342 times)

garfield751

  • Bay Watcher
  • Aaauuugggghhhh!
    • View Profile
Re: Hazordhu II
« Reply #90 on: October 18, 2010, 05:29:05 pm »

my byond key is garf751

olemars

  • Bay Watcher
    • View Profile
Re: Hazordhu II
« Reply #91 on: October 18, 2010, 05:30:37 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?

I hope someone remembered to gather the meat and skin.
Logged

Kogan Loloklam

  • Bay Watcher
  • I'm suffering from an acute case of Hominini Terravitae Biologis. Keep your distance!
    • View Profile
Re: Hazordhu II
« Reply #92 on: October 18, 2010, 05:31:15 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?

Hope someone remembered to gather the meat and skin.
We did, of course!

Edit: On a unrelated note, Most of the rooms appear occupied. When Muz gets on, he needs to start planning out the east side. Please do not pave the clay mine over there. There is a lot of space, we should have plenty for many more rooms.

« Last Edit: October 18, 2010, 05:50:17 pm by Kogan Loloklam »
Logged
... if someone dies TOUGH LUCK. YOU SHOULD HAVE PAYED ATTENTION DURING ALL THE DAMNED DODGING DEMONSTRATIONS!

x2yzh9

  • Bay Watcher
    • View Profile
Re: Hazordhu II
« Reply #93 on: October 18, 2010, 07:55:45 pm »

Wow, the fortress really got a new look overnight.

Kogan Loloklam

  • Bay Watcher
  • I'm suffering from an acute case of Hominini Terravitae Biologis. Keep your distance!
    • View Profile
Re: Hazordhu II
« Reply #94 on: October 18, 2010, 07:56:48 pm »

Wow, the fortress really got a new look overnight.
;) Stayed up to 3:30 am my time to do it.

(With special thanks to everyone who slaved away chipping boulders and making bricks while I paved and shaped. This was a serious community effort.)
Logged
... if someone dies TOUGH LUCK. YOU SHOULD HAVE PAYED ATTENTION DURING ALL THE DAMNED DODGING DEMONSTRATIONS!

Kogan Loloklam

  • Bay Watcher
  • I'm suffering from an acute case of Hominini Terravitae Biologis. Keep your distance!
    • View Profile
Re: Hazordhu II
« Reply #95 on: October 18, 2010, 08:59:24 pm »

Orc or Hazion Allies--


Many of the dwarves of Duradbesmar appear to be very friendly to the Hazion. Paticularly their orc-hating Ryowyen faction.

On the other end of the spectrum, you have the Orcs, who have threatened us for allowing humans into their territory and building a entire bridge that allows humans to attack them with impunity, but still taking the time to warn us that a band of orcs is coming to attack the fortress.

I think we should seriously weigh our "alliance" with the Hazion versus the "truce" with the orcs. Of the two, neither have provided us with anything of actual substance. The Hazion have attempted to get us to fight on their side against the orcs though.

Who do we really want to support?
Logged
... if someone dies TOUGH LUCK. YOU SHOULD HAVE PAYED ATTENTION DURING ALL THE DAMNED DODGING DEMONSTRATIONS!

Rift

  • Bay Watcher
    • View Profile
Re: Hazordhu II
« Reply #96 on: October 18, 2010, 09:15:21 pm »

As crazy as it sounds, is there any strong reason to ally with either of them? I'm not saying we should necessarily avoid trading or anything, but why should we commit ourselves to aiding/following unreasonable demands? It seems funner to not commit ourselves heavily.
Logged

Sowelu

  • Bay Watcher
  • I am offishially a penguin.
    • View Profile
Re: Hazordhu II
« Reply #97 on: October 18, 2010, 09:20:34 pm »

Even though I haven't even joined yet:  Yeah, totally, why ally at all?  Just be a neutral force that gets in both of their ways without confronting them.
Logged
Some things were made for one thing, for me / that one thing is the sea~
His servers are going to be powered by goat blood and moonlight.
Oh, a biomass/24 hour solar facility. How green!

garfield751

  • Bay Watcher
  • Aaauuugggghhhh!
    • View Profile
Re: Hazordhu II
« Reply #98 on: October 18, 2010, 10:24:33 pm »

orcs are more likely to attack us so i say we should lean more towards the orcs and trade with them more even give them a gift or two, strengthen the relationship with them bascally.

Kogan Loloklam

  • Bay Watcher
  • I'm suffering from an acute case of Hominini Terravitae Biologis. Keep your distance!
    • View Profile
Re: Hazordhu II
« Reply #99 on: October 18, 2010, 10:28:56 pm »

Keep in mind that the orcs are several tribes as well, also the fact that they can respawn on the mainland and we can't.
Logged
... if someone dies TOUGH LUCK. YOU SHOULD HAVE PAYED ATTENTION DURING ALL THE DAMNED DODGING DEMONSTRATIONS!

garfield751

  • Bay Watcher
  • Aaauuugggghhhh!
    • View Profile
Re: Hazordhu II
« Reply #100 on: October 18, 2010, 10:35:38 pm »

we also need to expand our farming operations more, food shortages aint fun also extra plots for trade good plants are also good

Muz

  • Bay Watcher
    • View Profile
Re: Hazordhu II
« Reply #101 on: October 18, 2010, 11:14:11 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?

The fortress is built on orc land. Which is why our flags and totems don't work. But one of the admins told me that it's one of the bigger caves, there's not a whole lot of underground cave space where humans live. The website has some lore on which is human and which is orc space.

Since we "dwarves" are human spawn, we can't really respawn there. Might be worth having a human lover faction build a cave out in some human island :P

Whatever it is, it's still the most Fun place to build a fortress. Abundant resources with the most conflict and deadly monsters.


Orc or Hazion Allies--


Many of the dwarves of Duradbesmar appear to be very friendly to the Hazion. Paticularly their orc-hating Ryowyen faction.

On the other end of the spectrum, you have the Orcs, who have threatened us for allowing humans into their territory and building a entire bridge that allows humans to attack them with impunity, but still taking the time to warn us that a band of orcs is coming to attack the fortress.

I think we should seriously weigh our "alliance" with the Hazion versus the "truce" with the orcs. Of the two, neither have provided us with anything of actual substance. The Hazion have attempted to get us to fight on their side against the orcs though.

Who do we really want to support?

Heh, we dwarves have a lot in common with both sides. We have more in common with the humans in terms of technology, language, and heritage. But we have carved our fort from a large chunk of orc territory. It's a tough decision, since some dwarves lean on both sides.


we also need to expand our farming operations more, food shortages aint fun also extra plots for trade good plants are also good

I'm not sure how it is now, but last I checked, there's enough food plots, but not enough people planting crops on Frostmelt. Some domestication would be helpful too, so don't eat the eggs :P
Logged
Disclaimer: Any sarcasm in my posts will not be mentioned as that would ruin the purpose. It is assumed that the reader is intelligent enough to tell the difference between what is sarcasm and what is not.

Kogan Loloklam

  • Bay Watcher
  • I'm suffering from an acute case of Hominini Terravitae Biologis. Keep your distance!
    • View Profile
Re: Hazordhu II
« Reply #102 on: October 19, 2010, 03:16:17 am »

Yea, One Aeon of crop planting and harvest overfills our larders. I'm still eating food planted this morning.

EDIT: On an unrelated note, the internal of the fortress, from a masonry standpoint, is done. Doors aren't in yet, but that is because we ran out of stone until the next server reset. Tomorrow all the "utility rooms" will get doors.

Bedrooms with doors on them are already claimed. To claim a room of your own, find a room that is no bigger than 2x3 and put a door on it. All the rooms bigger than 2x3 are things like the Animal Pens or Storerooms or Workshop rooms or the Dining room Exc.
« Last Edit: October 19, 2010, 05:28:08 am by Kogan Loloklam »
Logged
... if someone dies TOUGH LUCK. YOU SHOULD HAVE PAYED ATTENTION DURING ALL THE DAMNED DODGING DEMONSTRATIONS!

Sappho

  • Bay Watcher
  • AKA Aira; Legendary Female Gamer
    • View Profile
    • Aira Plays Games
Re: Hazordhu II
« Reply #103 on: October 19, 2010, 05:36:14 am »

I feel that it's worth noting that if we ever get into a fight with the orcs, even if we kill them they'll just respawn nearby.  If they kill us, we have to travel all the way back.  I don't like the idea of races only being able to spawn in certain places because of precisely this - anytime you try to attack another group, there's no chance of success.  No matter what we do or how strong we get, we could never win or take over new territory.  It's hard-coded into the game.  I can see maybe each race having one safe haven where other races can't respawn, but a whole continent?  And is the whole game split up this way?  If so, I'm considering suggesting that be changed.  Thoughts?

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 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? Or do you have to die to find out?  I've looked on the Hazordhu web site and found the history of the world and a list of "notable places," but it still doesn't tell me which land masses I can respawn on and which I can't.

Edit: I think I'll head east, since the game history says that's where the elves used to live and they've all died out.

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: Hazordhu II
« Reply #104 on: October 19, 2010, 05:41:26 am »

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).
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository
Pages: 1 ... 5 6 [7] 8 9 ... 46