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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 ... 62 63 [64] 65 66 ... 249

Author Topic: Cobalt Fortress: Days 48 onward: This is the spring of our discontent  (Read 146799 times)

V-Norrec

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #945 on: November 14, 2010, 02:47:52 am »

Confirm for me.

Shade-o

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #946 on: November 14, 2010, 02:51:03 am »

To be specific, Lillipad is holding a two-handed crossbow, has two quivers, a sword and a buckler strapped to the waist, and has a pickaxe slung across the back.
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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 #947 on: November 14, 2010, 02:51:20 am »

For now, I'll not participate.  If we delay till tomorrow I probably will.

Can I even operate the crossbow with a broken arm?  I might have to use the axe instead, which I'm inexperienced at.  I can sneak though.
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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.

IronyOwl

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #948 on: November 14, 2010, 02:51:54 am »

Will most certainly participate, though alas that won't be until tomorrow.
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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.

Shade-o

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #949 on: November 14, 2010, 02:57:43 am »

You can operate your crossbow, but it's a bit harder than normal.
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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 #950 on: November 14, 2010, 02:58:41 am »

Hastur
Quote
You cannot/should not bring your golem for a few reasons:

The passages are very cramped and it would not fit.
It could cause a cave in due to its weight.
It could go berserk from magical effects.

Skirmish chicken, that's fine though.
(Ok, I bow to your superiorly informed judgement, i bring the crate myself though if i can, we need somebody to carry loot))
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Lillipad

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #951 on: November 14, 2010, 02:59:59 am »

This: (1)Heavy Crossbow(+1), (6)Quiver of bolts, (4)Waterskin full of alcohol, (1)Leather Armor, (5)Pickaxes, (1) chainmail, (1)Short sword, (1)Buckler, (1)Hatchet

went down to:
1 Heavy Crossbow (+1)
2 Quivers of bolts
1 Short Sword
1 Buckler
1 Chainmail
1 Leather Armour
1 Pickaxe
1 Hatchet
1 Waterskin

That. I'm positive that I didn't get the worst end of the inventory cut, but it makes me disgruntled to lose 5 of those quivers, 4 pickaxes, and 3 waterskins. I'd have liked to have kept 4 of the quivers 6 quivers, and 2 of the waterskins since I bought most of the ones we own.
Plus there's a lot of weirdness with my character sheet right now, which makes the inventory cut somewhat more unfavorable than it probably is.
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Shade-o

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #952 on: November 14, 2010, 03:03:49 am »

That's the items which I figured people personally own now, with the rest being put in a general accessibility. I'll give you back all your pickaxes, waterskins, and quivers though.
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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 #953 on: November 14, 2010, 03:05:41 am »

i'll hold weapons for you"  (Lookout he's disgrunteled!)

(Ps ill be back on sporatically in like 8-10 hours, i play videogames, while watching hulu, and listening to mp3 lectures and refreshing my laptop on dwarf forum lol)
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V-Norrec

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #954 on: November 14, 2010, 03:07:02 am »

Yeah, for the moment I'm good with general accessibility for most items, though I'd definitely like to be able to claim the bedding, still, and kitchen I bought for when I get my inn/tavern started up, I can do that right Shade-o?

Lillipad

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #955 on: November 14, 2010, 03:10:22 am »

I didn't mind the pickaxe loss since I'm not the only miner anymore. It was losing most of what a majority of my money went into that was causing me to become disgruntled with my new inventory layout. If I want any of my stuff back I'll just take it from the caravans through RP. If someone else takes the stuff then I'll just claim it from them in the name of the law.
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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 #956 on: November 14, 2010, 03:10:23 am »

The point of the 'personal items' is that it represents the subset of the main inventory that you directly control and/or have an attachment to, so you can't just take and sell Irony's glass puppy statuette for money (unless you actively steal it from her)

Please don't steal everything.
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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 #957 on: November 14, 2010, 03:19:54 am »

There's so much weirdness with my character sheet. I've got a skill that doesn't exist, a trait that I probably won't need since I'm the one generally causing any suffering, I kill plants that I touch, I'm horrible at sports, and a trait was made for the sole purpose of making Mikhail more of a hard-boiled detective type of character.
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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 #958 on: November 14, 2010, 04:25:12 am »

That was your spelling error, your cause, your choice, your choice and your cause (in that order)

I will fix that to be 'Siege Engineer', however.

The current situation:
Quote
After entering through an access point in the temple, you pass rows of neatly maintained coffins, alcoves and tombs. After a while it gets rougher and filthier until it is difficult to distinguish it from a sewer. The walls are rough stone, there are loose bones on the ground, and sections have flooded with murky water. There is no sound except the dripping of water and the splash of rats.

A section of masonry wall has collapsed, revealing a corridor made of similarly constructed stone. Closer examination reveals that it was likely sealed some time after the construction of the rest of the structure. The corridor ahead is relatively clean and free of debris, but is unlit and you cannot see very far down. Supposedly travelling down it induces fear and hallucinations that have driven all would-be explorers away. There is a definite tinge of magic emanating from further in.

Very little is known. It was obviously built by an ancient civilisation and abandoned before permanent settlement by the current residents. There could be any number of rogue magical effects, traps, beasts and worse inside. Weapons will probably not prove useful, but willpower, intelligence and careful actions should.
« Last Edit: November 14, 2010, 04:46:52 am by Shade-o »
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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!"

Ochita

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #959 on: November 14, 2010, 06:31:56 am »

WEll I'm in. I have magic-touched and a golem fragment so something good might happen.
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princest zaldo of hurl kindom: the mushroom aren't going to choice itself, ochita
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