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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


Pages: 1 ... 103 104 [105] 106 107 ... 249

Author Topic: Cobalt Fortress: Days 48 onward: This is the spring of our discontent  (Read 147930 times)

dragonshardz

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #1560 on: November 16, 2010, 02:03:30 am »

Remark that if someone is unoccupied, said someone could help haul stone out of the way of the miners.

Also, Shem is much happier now because he is working and doing something useful.

V-Norrec

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #1561 on: November 16, 2010, 02:04:34 am »

I believe the camp is mostly set up, well the outdoors one anyhow.  What we need now really is to get the area dug out, to set up workshops and living spaces inside, begin building defenses against any goblins in the area, and all our farms set up so we won't starve/have to murder everyone's pets for food.

Although I here kitten meat is the new veal of dwarfdom.
« Last Edit: November 16, 2010, 02:06:41 am by V-Norrec »
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FuzzyZergling

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #1562 on: November 16, 2010, 02:05:19 am »

Well, I'm done for the night, see ya.
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IronyOwl

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #1563 on: November 16, 2010, 02:06:25 am »

Haul stone from inside to outside where our workshops will probably be. Sing encouraging songs when there's no stone to be hauled.

I suck at gathering plants and we've got a specialist, so I should probably stick to menial labor and things that might be vaguely useful in the future.
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Quote from: Radio Controlled (Discord)
A hand, a hand, my kingdom for a hot hand!
The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

Lillipad

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #1564 on: November 16, 2010, 02:07:36 am »

I don't believe we ever actually got around to making the camp. I chased off nonexistent trolls and goblins, but there was no mention of actually putting up the tent, making an area for a campfire(which I will be lighting), or making an area to store food.
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Quote from: BaerTaffy
If Adele covered Aerosmith, that would be my life right now.

V-Norrec

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #1565 on: November 16, 2010, 02:07:48 am »

We're going to want the workshops inside, instead drag the stone to where the wall will be.  If our workshops were outside >.>  well, I don't want to have to work in the rain, don't know about you guys.

V-Norrec

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #1566 on: November 16, 2010, 02:09:21 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!

Camp is set up, well the basics and I rather focus on getting everything inside and behind a door than so we won't have to move it later and it'll be more secure.

Lillipad

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #1567 on: November 16, 2010, 02:11:41 am »

I don't know, it seems like it would be pretty hard-boiled to be the sole person working for hours on end in the freezing rain for a vague goal. The bowyer shall be on the surface! I potentially shouldn't freeze to death so long as we can make a dwarven heater.
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Quote from: BaerTaffy
If Adele covered Aerosmith, that would be my life right now.

V-Norrec

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #1568 on: November 16, 2010, 02:15:02 am »

Bowyer uses the carpenter's workshop, I'm the carpenter, I'm putting it inside.  :P

Lillipad

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #1569 on: November 16, 2010, 02:15:59 am »

Why would we only have one carpenter's workshop?
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Quote from: BaerTaffy
If Adele covered Aerosmith, that would be my life right now.

V-Norrec

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #1570 on: November 16, 2010, 02:17:28 am »

Because we only have set of carpenter's tools for the moment, as well as only one carpenter(me).  And the first set of tools built will probably be butchers followed by loom and clothier's tools.

Lillipad

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #1571 on: November 16, 2010, 02:19:29 am »

That doesn't answer the question. I was using future tense when I said the bowyer's would be on the surface when it could be put there. Why would we only ever have a single carpenter's workshop?
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Quote from: BaerTaffy
If Adele covered Aerosmith, that would be my life right now.

V-Norrec

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #1572 on: November 16, 2010, 02:22:09 am »

Well in the future... sure why not, if you want it outside sure, I'll use the comfy inside carpenter's shop.

dragonshardz

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #1573 on: November 16, 2010, 02:23:19 am »

I'm out for the night. Shem will keep mining until he no longer needs to, at which point he will begin building the main gate into the temporary(?) living space: The usual bridge-over-a-pit dealio. If there's no dedicated mason, he'll make doors and such things as needed.

Shade-o

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #1574 on: November 16, 2010, 03:23:10 am »

As an aside note, if you want to do something without anybody else knowing, PM the action to me and we'll see what happens.

Example:
"Steal a barrel of plump helmets each night and bury them in the forest."
"Disassemble the group tent, then reassemble it nearby while everybody else is sleeping."
"Hook up the mules, load all the valuable supplies in the wagon, and ride out to the nearest shop."
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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!"
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