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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


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Author Topic: Cobalt Fortress: Days 48 onward: This is the spring of our discontent  (Read 142496 times)

JacenHanLovesLegos

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #30 on: November 08, 2010, 06:22:31 pm »

Image doesn't work for me.
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As it turns out, the pen was in fact a poor choice for melee combat in comparison to the sword.
So I just started playing this game and I accidentally nuked the moon.

Shade-o

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #31 on: November 08, 2010, 06:23:06 pm »

The banner or the world map?
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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!"

JacenHanLovesLegos

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #32 on: November 08, 2010, 06:25:25 pm »

World map.
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As it turns out, the pen was in fact a poor choice for melee combat in comparison to the sword.
So I just started playing this game and I accidentally nuked the moon.

Shade-o

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #33 on: November 08, 2010, 06:26:46 pm »

Try loading the URL directly. It should load on the page afterwards.

http://img210.imageshack.us/img210/9721/worldmapp.png
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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!"

Rolan7

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #34 on: November 08, 2010, 07:23:23 pm »

Ack I wondered why the other thread went quiet!  Glad this is running!

Nice map, cool.  I like Iron as the site, though my dwarf might not be.

Adil Tongsletter examines his crossbow, paying little attention to the debate.  He is glad to hear that the location will have forest nearby - He considers purchasing an axe.
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She/they
No justice: no peace.
Quote from: Fallen London, one Unthinkable Hope
This one didn't want to be who they was. On the Surface – it was a dull, unconsidered sadness. But everything changed. Which implied everything could change.

Shade-o

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #35 on: November 08, 2010, 07:56:30 pm »

We'll hit the shops and character templates soon, don't worry.

Just remember, this is an RPG. Your character can explore, investigate and do other stuff (within reason).
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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!"

Lillipad

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #36 on: November 08, 2010, 08:01:59 pm »

Will there be immigrants for us to control, or do we have to enslave things hire helpers?
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Nirur Torir

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #37 on: November 08, 2010, 08:14:36 pm »

Are airships a possibility? You mentioned steam powered harpoons.
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Shade-o

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #38 on: November 08, 2010, 08:31:11 pm »

[1]After the founders settle in, there will be periodic caravans for traders, migrants and other expeditions. Player migrants will piggyback on those, along with NPC migrants. The NPCs will be dim, uninspired peasants for the most part. They will find food, drink and bedding, but will otherwise just have parties, unless they get the urge to haul, clean or loot corpses. A good strategy would be for players to grab a handful and get them to assist in the task that they're doing, like hauling away rock while you mine, or drilling a bunch as militia under your command.

They can achieve great things, but most of them aren't the cream of the crop. If one gets very good, a player might get to control them instead of migrating in.

[2]If you manage to conceive the concept, gather enough specialised minds in the related fields, design it, obtain enough top-quality materials and components, and then use it without destroying it... maybe. It would be a monumental undertaking, to be sure.
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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!"

Lillipad

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #39 on: November 08, 2010, 08:34:28 pm »

I'm suddenly reminded of the floating sphere powered by eagles that was spoken of for a brief time in the mermaid bones thread.
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Quote from: BaerTaffy
If Adele covered Aerosmith, that would be my life right now.

Shade-o

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #40 on: November 08, 2010, 10:23:48 pm »

The Underclerk says:

Quote
Fireblades the Eternal Bastion? If your aim is to annoy every non-dwarf in a hundred miles, that name alone should do it. Do you have any ideas for the name of your group? It might not seem much, but it goes on coins, letterheads, all that official fluff.

The Clerk waits, pen poised to write down the name of the group.
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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!"

Rolan7

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #41 on: November 08, 2010, 10:48:47 pm »

"They can be as annoyed as they want, they won't get past my forest."
"As for our name, well... I don't know about the first part, but perhaps we could affix Okbod Tobul, The Doom of Canyons, to whatever is decided.  I mean that in the most positive way, of course."
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She/they
No justice: no peace.
Quote from: Fallen London, one Unthinkable Hope
This one didn't want to be who they was. On the Surface – it was a dull, unconsidered sadness. But everything changed. Which implied everything could change.

Hastur

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #42 on: November 08, 2010, 10:54:58 pm »

lets name the fort the warhold of the icy winds, its better. As for your name i second The Doom of canyons, that settles it lets get going
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Shade-o

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #43 on: November 08, 2010, 10:58:22 pm »

The Underclerk says:

Quote
Maybe you would like a combination? Something like...

Ziriltarmid Alniskegeth Ushilnum, Fireblades, the Warhold of the Icy Winds

It could 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!"

Lillipad

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #44 on: November 08, 2010, 10:59:21 pm »

I'm not one of the poor suckers carving the name into coins, so go for it.
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Quote from: BaerTaffy
If Adele covered Aerosmith, that would be my life right now.
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