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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


Pages: 1 ... 101 102 [103] 104 105 ... 249

Author Topic: Cobalt Fortress: Days 48 onward: This is the spring of our discontent  (Read 142619 times)

Hastur

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #1530 on: November 16, 2010, 01:00:32 am »

"Oh hey, lets start mining with the entrance within line of sight of our future river tower. That way the tower can cover the entrance."
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CoughDrop

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #1531 on: November 16, 2010, 01:02:53 am »

Spoiler (click to show/hide)

You might want to start with just making one 5x5 plot at a time. As for what to plant, I would say an equal number of any food and beverage producing plants. You also have full permission to take bags of seeds over so you don't have to walk 30 yards each time you plant a seed.
« Last Edit: November 16, 2010, 01:04:46 am by CoughDrop »
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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."

V-Norrec

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #1532 on: November 16, 2010, 01:05:17 am »

Thanks, for now I'll work on one field of drink producing plants.  We can always use our year round cave plants for food, we only have the surface for one growing season though.

Ask Urist Ore Balance if he's like to help me plow the surface fields.  Have him help by calming the mules and such as I'm not known for my ability with animals.

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.
« Last Edit: November 16, 2010, 01:09:08 am by V-Norrec »
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Rolan7

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #1533 on: November 16, 2010, 01:07:40 am »

Start gathering the tastiest-looking plants I can find.

I don't have a workshop or anything for now, so I don't need to claim an area.  Besides the forest, of course.
(And back to sleep I go)
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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 #1534 on: November 16, 2010, 01:09:25 am »

*Sandow Instructs his golem to take a shovel and overturn dirt over there, to help with the farming plot. Then I claim the kitchen tools and set up a kitchen and make dinner for everybody and call them all to dinner when its ready.
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CoughDrop

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #1535 on: November 16, 2010, 01:10:38 am »

I'm curious - How quickly are turns going to churn out at this point?
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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."

V-Norrec

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #1536 on: November 16, 2010, 01:11:27 am »

*Allow Sandow to use one of my fine wooden beams for the kitchen he wishes to set up.*

Shade-o

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #1537 on: November 16, 2010, 01:13:54 am »

I think that we will be doing things in week-long segments, with breaks if something interesting comes up. I think that the first two or three days will be done individually so that people can get used to Fortress Mode, then do the remainder of the week. I'll set up the proper Fortress Mode system soon, right now everybody is planning what they will do for the first day.
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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 #1538 on: November 16, 2010, 01:14:48 am »

What happened to the tree I cut down, and the twigs/branches the golem picked up?
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Shade-o

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #1539 on: November 16, 2010, 01:19:01 am »

They were used for all the crappy woodcrafts that everyone was making. Those were in turn used as firewood.

The wagon can be disassembled though, you could get a nice amount of beams and fittings.
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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!"

FuzzyZergling

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #1540 on: November 16, 2010, 01:19:58 am »

Spoiler (click to show/hide)
Is this okay?
The bedroom spots will be expanded, of course.

(Thanks CoughDrop.)
« Last Edit: November 16, 2010, 01:28:06 am by FuzzyZergling »
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Hastur

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #1541 on: November 16, 2010, 01:22:52 am »

"I would shift the designations down 8 squares or so but otherwise i approve."
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CoughDrop

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #1542 on: November 16, 2010, 01:24:43 am »

Spoiler: WARNING HUGE IMAGE (click to show/hide)
Is this okay?
The bedroom spots will be expanded, of course.

(Does anyone know how to make it smaller? I'm an image noob.)

Edit the image tag to {img width=800} (image) {/img}
Or how I figure stuff out is by using the "insert quote" button on other peoples' posts to see what tags they've used
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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."

dragonshardz

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #1543 on: November 16, 2010, 01:26:47 am »

Spoiler: Defense Plans (click to show/hide)

The Red area is where I would like to eventually see a wall built. We don't need to block off the entire valley, just the half we'll be using right now.

The green blocks are where I would like to see ballista towers eventually. Ignore the pink and brown areas. Combined with Zergling's map, we have a workable plan, IMHO.

FuzzyZergling

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Re: Dwarf Fortress: Cobalt Edition: Prologue: Orngim Trail
« Reply #1544 on: November 16, 2010, 01:30:31 am »

I take up a pick and dig where the more experienced miners direct me.
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