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Poll

Confiscation of Sandow's Property

Nothing
- 4 (36.4%)
A little
- 0 (0%)
Some
- 1 (9.1%)
A bit
- 1 (9.1%)
A bunch
- 0 (0%)
A lot
- 1 (9.1%)
A ton
- 1 (9.1%)
All of it
- 3 (27.3%)

Total Members Voted: 11


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Author Topic: Cobalt Fortress: Days 48 onward: This is the spring of our discontent  (Read 142703 times)

Hastur

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #1515 on: November 16, 2010, 12:37:05 am »

"ZZZZZZZZZZZzzzzzzzzzzzzzzzzzzzzzz
What! were here!? Finally Good gawd.
STRIKE THE EARTH I SAY"
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Shade-o

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #1516 on: November 16, 2010, 12:37:09 am »

The day is drawing to a close, but there's enough time to set up the two tents, unload the supplies and meet with the caravan crew in preparation of their departure tomorrow morning. They'll be leaving one of the wagons behind, along with two mules.

Litast must organise!
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Apparently having a redundant creature entry causes the game to say, "Oh, look, it's crazy world now. Nothing makes sense! Alligators live in houses!"

dragonshardz

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #1517 on: November 16, 2010, 12:37:28 am »

Can I get a version of the map that

A) Has a grid that is more visible at close zooms?

B) Is regular at close zooms? If you zoom in close enough to work on 1x1 scale, the grid isn't very regular - perhaps use a format that doesn't blend colors?

V-Norrec

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #1518 on: November 16, 2010, 12:39:03 am »

Sleep.  In the morning, eat some of that free food and booze before the caravan departs then hitch up a mule and plow the land close to the waterfall so I can have a farm where the mist waters the plants.

Hastur

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #1519 on: November 16, 2010, 12:39:21 am »

*I, Sandow, take rocks from the river and make One Stone Mug for each of us with our names engraved on it. I make mine the best one naturally.
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CoughDrop

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #1520 on: November 16, 2010, 12:39:37 am »

If anyone has suggestions, please post them along with a map and I will do my best to incorporate the best ideas together.
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dragonshardz

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #1521 on: November 16, 2010, 12:40:46 am »

I have suggestions, but I need a map I can work with more easily.

V-Norrec

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #1522 on: November 16, 2010, 12:42:08 am »

I suggest a 5x10 field near the waterfall, that's 50 plants and hopefully we get more than one serving from each plant.  Otherwise we're going to be in deep animal fecal matter.

CoughDrop

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #1523 on: November 16, 2010, 12:45:27 am »

Write down the total amount of food and alcohol. "To keep record-keeping simple, every dwarf will eat three meals and drink three drinks every day. No exceptions."
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"It's one thing to feel that you are on the right path, but it's another to think yours is the only path."

Shade-o

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #1524 on: November 16, 2010, 12:48:08 am »

Hopefully a better resolution.

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Apparently having a redundant creature entry causes the game to say, "Oh, look, it's crazy world now. Nothing makes sense! Alligators live in houses!"

CoughDrop

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #1525 on: November 16, 2010, 12:48:36 am »

I suggest a 5x10 field near the waterfall, that's 50 plants and hopefully we get more than one serving from each plant.  Otherwise we're going to be in deep animal fecal matter.

"As they can be easily moved, I suggest you go ahead and set up your fields as soon as possible."
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"It's one thing to feel that you are on the right path, but it's another to think yours is the only path."

Lillipad

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #1526 on: November 16, 2010, 12:50:27 am »

I'll secure an area by the river to setup camp.
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Shade-o

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #1527 on: November 16, 2010, 12:51:12 am »

There are no goblins, kobolds or beasts in sight. The area is secured. Good work.
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Apparently having a redundant creature entry causes the game to say, "Oh, look, it's crazy world now. Nothing makes sense! Alligators live in houses!"

Hastur

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #1528 on: November 16, 2010, 12:51:29 am »

"I, Sandow,  propose we build Nirurs tower on the island, with the only entry being from below the river and connecting to our main fortress"

is my war chicken trained yet?
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V-Norrec

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #1529 on: November 16, 2010, 12:51:41 am »

((Can you draw it on there for me, me, I'll just go along with whatever size you give me.))

"Aye, McNoble, we need living quarters before we worry about towers.  Here's a pick, get to it."
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