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Author Topic: Roll to Strike the Earth!  (Read 32947 times)

monk12

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Re: Roll to Strike the Earth! Migrants Welcome!
« Reply #390 on: January 31, 2011, 10:33:53 pm »

Apologies all around, just going to say my life has been a bit unpredictable of late and I haven't had a chance to update. I'll post tomorrow, and the complications phase either Friday or as soon as everybody has posted an action.

monk12

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Re: Roll to Strike the Earth! Migrants Welcome!
« Reply #391 on: February 01, 2011, 07:36:40 pm »

21st Felsite, Late Spring 200

BOOZE DEPLETION: -13 Booze
The Prickle Berries are ready to harvest!

Bowdown2q: Rodicurst Onyxbone, Chief Medical Dwarf

Spoiler (click to show/hide)

Taco Dan: "Dan the Man" Cowbridges, Swordsdwarf
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Frelock: Modul "Tweak" Mostsilver, Mechanic

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FuzzyZergling: Fuzz Oiledsparce, Farmer

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Shadow: Kib Koganobul, Miner

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Baradine: Signun Robermeng, Weaponsmith

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Blastoise: Thikut Itdunkul, Militia Captain

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Innsmothe: Deathblack Masonbrew, Gemcutter

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ggamer: Gaaben Timbershields, Miner
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Darvi: Darvi "Stonehead" Lammor, Mason
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Sneevil: Tulon Lensstream, Hunter

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Job Manager

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Oh hey, lookit that. An update. Stocks tomorrow!

Frelock

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Re: Roll to Strike the Earth! Migrants Welcome!
« Reply #392 on: February 01, 2011, 10:23:20 pm »

Continue proceeding in such a fashion as to make elves weep.
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All generalizations are false....including this one.

Shadowfury333

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Re: Roll to Strike the Earth! Migrants Welcome!
« Reply #393 on: February 02, 2011, 01:03:14 am »

Mining and shop completion marked on map. I'll add designations tomorrow.

In other news: We have a dining hall space ready to go.
« Last Edit: February 02, 2011, 01:05:03 am by Shadowfury333 »
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Currently Building: Purplesaber (pit mine/anthill/80 z-level wound in the earth)

Former Projects: Roughnesschants(multi-level aboveground city)

Best summary of Dwarf Fortress:
I'm fairly certain every path in the game leads to some sort of massive execution.

BlastoiseWarlorf

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Re: Roll to Strike the Earth! Migrants Welcome!
« Reply #394 on: February 02, 2011, 01:13:03 am »

Guard Cloisteredtombs with his Life! Well.... From the safety of the tower.
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Innsmothe

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Re: Roll to Strike the Earth! Migrants Welcome!
« Reply #395 on: February 02, 2011, 05:39:06 am »

Get some axedwarf exp by sparring with one of npc/guardsdwarfs
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"That which does not kill me, can only make me stranger." -Dana, Creator of Ozzy & Millie.

Darvi

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Re: Roll to Strike the Earth! Migrants Welcome!
« Reply #396 on: February 02, 2011, 05:47:56 am »

I just noticed an error you made in the unit list. My dorfs a competent stonecrafter, not a swordsdorf. That's what he's got hammering for.
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Shadowfury333

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Re: Roll to Strike the Earth! Migrants Welcome!
« Reply #397 on: February 02, 2011, 02:15:13 pm »

Designations added. We should put some tables and chairs in the dining hall.
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Currently Building: Purplesaber (pit mine/anthill/80 z-level wound in the earth)

Former Projects: Roughnesschants(multi-level aboveground city)

Best summary of Dwarf Fortress:
I'm fairly certain every path in the game leads to some sort of massive execution.

monk12

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Re: Roll to Strike the Earth! Migrants Welcome!
« Reply #398 on: February 02, 2011, 03:41:01 pm »

Mining: +27 Jet, +22 Sandstone, +9 Copper Nuggets

STOCKS
Spoiler (click to show/hide)

ANIMALS
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UNIT LIST
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Calendar
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Population of Cloisteredtombs: 11 Players, 2 NPC

Map's up to date now, apart from beds. I'll have that done in a bit.

Darvi's XP should read correctly now.

Darvi

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Re: Roll to Strike the Earth! Migrants Welcome!
« Reply #399 on: February 02, 2011, 04:52:42 pm »

Make half a dozen thrones, then start making crafts. Stone, of course.
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monk12

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Re: Roll to Strike the Earth! Migrants Welcome!
« Reply #400 on: February 02, 2011, 05:15:09 pm »

There we go, map's up to date now.

11 players, 10 beds, 2 NPC's. I'm not sure how to go about indicating who owns what bedroom on the wiki- color coding the beds/doors by profession, perhaps?

Looks like we've got everyone who isn't already involved in an action, so I'll post the Complications phase tomorrow.

Cheers!

Shadowfury333

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Re: Roll to Strike the Earth! Migrants Welcome!
« Reply #401 on: February 02, 2011, 05:33:37 pm »

You could always add a number on one of the tiles (probably the one between the door and bed) and make a bedroom legend like the stockpile one.

Speaking of which, we have rooms for stockpiling stone still, and a good space for food stocks is opening up next phase. Who assigns the stockpiles anyway?
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Currently Building: Purplesaber (pit mine/anthill/80 z-level wound in the earth)

Former Projects: Roughnesschants(multi-level aboveground city)

Best summary of Dwarf Fortress:
I'm fairly certain every path in the game leads to some sort of massive execution.

ggamer

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Re: Roll to Strike the Earth! Migrants Welcome!
« Reply #402 on: February 02, 2011, 06:08:29 pm »

DIG SOME FUCKING MORE

monk12

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Re: Roll to Strike the Earth! Migrants Welcome!
« Reply #403 on: February 02, 2011, 06:43:42 pm »

I think I'll rule that anyone can establish a stockpile, and workshops that are within ~10 tiles of an appropriate stockpile get a productivity buff. Similarly, cluttered workshops receive the expected productivity dip, although that isn't something I've worked out yet. Pretty sure its just a 1job swing either way, I'll do a test or two to make sure I'm not outrageously off base.

I had the thought of numbering them like stockpiles, but as it is there are 10 bedrooms, which uses up all the numerals.

Baradine

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Re: Roll to Strike the Earth! Migrants Welcome!
« Reply #404 on: February 02, 2011, 07:01:39 pm »

Make More Charcoal, Create a Copper Sword
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