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Author Topic: Roll to Strike the Earth!  (Read 33463 times)

Shadowfury333

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Re: Roll to Strike the Earth! Migrants Welcome!
« Reply #405 on: February 02, 2011, 07:13:30 pm »

Okay. I've added some new stockpiles then. Since there are multiple spots adjacent, I just want to make it clear that the stockpiles correspond to the nearest number, and stay the same across a line. I'm not sure if this matters.
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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.

FuzzyZergling

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  • Zergin' erry day.
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Re: Roll to Strike the Earth! Migrants Welcome!
« Reply #406 on: February 02, 2011, 09:29:51 pm »

Harvest berries, process pig tails.
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monk12

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Re: Roll to Strike the Earth! Migrants Welcome!
« Reply #407 on: February 03, 2011, 07:58:43 pm »

24th Felsite, Late Spring 200

COMPLICATION: Vismil Blackhoof, Ghostly Hammerdwarf has arisen and is haunting the fortress! A restless haunt, lingering near the place of death and troubling past acquaintances!


Bowdown2q: Rodicurst Onyxbone, Chief Medical Dwarf
Taco Dan: "Dan the Man" Cowbridges, Swordsdwarf
Spoiler (click to show/hide)

Frelock: Modul "Tweak" Mostsilver, Mechanic

Spoiler (click to show/hide)

FuzzyZergling: Fuzz Oiledsparce, Farmer

Spoiler (click to show/hide)

Shadow: Kib Koganobul, Miner

Spoiler (click to show/hide)

Baradine: Signun Robermeng, Weaponsmith

Spoiler (click to show/hide)

Blastoise: Thikut Itdunkul, Militia Captain

Spoiler (click to show/hide)

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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Spooky stuff, this update. Spooky stuff.

Baradine

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Re: Roll to Strike the Earth! Migrants Welcome!
« Reply #408 on: February 03, 2011, 11:51:53 pm »

Find Vismil Blackhoof's Body and bury it, or something to that effect
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BlastoiseWarlorf

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Re: Roll to Strike the Earth! Migrants Welcome!
« Reply #409 on: February 04, 2011, 01:14:56 am »

Warn everyone in the fortress, at the risk of sounding insane, that he had seen a ghost
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Shadowfury333

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Re: Roll to Strike the Earth! Migrants Welcome!
« Reply #410 on: February 04, 2011, 04:51:02 am »

Look suspiciously at Thikut, mutter silently about people here not getting enough sleep and thus losing focus, then resume mining.

I'll get the mining marked out tomorrow. Also, for reference, a coffin burial or burial slab will remove the ghost problem.
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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.

Innsmothe

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Re: Roll to Strike the Earth! Migrants Welcome!
« Reply #411 on: February 04, 2011, 05:02:31 am »

Out of concern I go out and protect the forester. THA' TREES NEED SLAYIN'!
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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 #412 on: February 04, 2011, 08:07:15 am »

Add burial to my queue.
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Shadowfury333

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Re: Roll to Strike the Earth! Migrants Welcome!
« Reply #413 on: February 04, 2011, 02:29:06 pm »

Mining updated. Food stockpile added under dining hall area.
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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.

Frelock

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Re: Roll to Strike the Earth! Migrants Welcome!
« Reply #414 on: February 04, 2011, 02:30:51 pm »

Out of concern I go out and protect the forester. THA' TREES NEED SLAYIN'!

I appreciate the concern. Continue slaying
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All generalizations are false....including this one.

monk12

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Re: Roll to Strike the Earth! Migrants Welcome!
« Reply #415 on: February 04, 2011, 09:27:06 pm »

Mining: +50 Sandstone, +4 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

Fuzz's action should have yielded Pig Tail Thread, not Pig Tail Fabric. Again, I missed noting a couple of XP gains that are now reflected in the stocks screen.

The addition of the food stockpile means that nobody has to traipse out to the wagon to get a drink, which is certainly exciting from a security and convenience point of view! The other stockpiles provide a speed boost to everyone using the nearby workshops-
extra jobs for everyone! And by everyone I mean only the guys in those workshops. I'd also like to thank Shadow for doing such a wonderful job with the map- truly, without you this game would not be possible in its current form.

As far as the ghost, in order to lay it to rest you'll need to either inter the body in one of the coffins you have kicking around, or you need to make a slab and engrave it. In either event, you'll need to let me know where you want it built on the map. You'll be able to move it later if you so desire, although disturbing the final resting place of a dwarf entails certain... risks.

FuzzyZergling

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Re: Roll to Strike the Earth! Migrants Welcome!
« Reply #416 on: February 05, 2011, 01:37:17 am »

Weave thread into cloth.

Do we have any loose bags? I can't seem to find them on the stocks list.
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Shadowfury333

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Re: Roll to Strike the Earth! Migrants Welcome!
« Reply #417 on: February 05, 2011, 04:28:38 am »

You're welcome for the map. I feel the same way about a map being necessary for the game to work, which is why I'm so keen on keeping it up to date.

Also, for the workshops in the stocks box, the Bauxite Mason's shop, Bauxite Mechanics shop, and Sandstone Still are on Level -1, not Ground. I'm guessing you had just gotten used to them there from before you split it up and hadn't realized.
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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.

bowdown2q

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Re: Roll to Strike the Earth! Migrants Welcome!
« Reply #418 on: February 05, 2011, 03:56:13 pm »

I'd like to ask one of the spare weaonsmiths to make a pick out of whatever we have lying around, so we have a spare. Once that's done, I'll grab it and dig a 1x2 channel in the hospital corner, designate it a pond, and build a well on one space and a hatch on the other. I'll then fill the pond bucket at a time.

Shadowfury333

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Re: Roll to Strike the Earth! Migrants Welcome!
« Reply #419 on: February 05, 2011, 05:05:16 pm »

I've set up the pond designation so that it won't end up in the workshop area.
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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.
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