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Author Topic: Roll to BRRAAAIIIINNNNNSSSSssss....  (Read 24109 times)

Shades

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Re: Roll to BRRAAAIIIINNNNNSSSSssss....
« Reply #105 on: November 16, 2010, 03:22:00 am »

Maybe we should search for a more defensible location. Something that already has thick stone walls.
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Its like playing god with sentient legos. - They Got Leader
[Dwarf Fortress] plays like a dizzyingly complex hybrid of Dungeon Keeper and The Sims, if all your little people were manic-depressive alcoholics. - tv tropes
You don't use science to show that you're right, you use science to become right. - xkcd

maxicaxi

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Re: Roll to BRRAAAIIIINNNNNSSSSssss....
« Reply #106 on: November 16, 2010, 04:33:08 am »

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I have absolutely no idea what's going on in this fort any more. Migrants arrive, they die for some reason, the fort is flooded for another reason, then dwarves go mad, more dwarves die and I'm just laughing in my distress.
you cannot defeat the potato.

quip

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Re: Roll to BRRAAAIIIINNNNNSSSSssss....
« Reply #107 on: November 16, 2010, 11:15:38 am »

Maybe we should search for a more defensible location. Something that already has thick stone walls.
HERSAY! WE SHALL BE THE WHITE VAN MEN OF THE GREAT WTAER TOWER OF WHEREVER WE ARE! THERE SHALL BE SAWBLADES FLYING AT ZOMBIE HEADS! ELDERITCH ABOMINATIONS POSSESING PEOPLE FOR NO REASON! THERE SHALL BE CAPSLOCK!
Just kidding, but I think for now at least we should probably use the water tower. Later on we can use it as a lookout post if we find somewhere better.
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Shades

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Re: Roll to BRRAAAIIIINNNNNSSSSssss....
« Reply #108 on: November 16, 2010, 11:17:38 am »

For tonight sure, but it's going to cost a lot to make the place safe from attack so we probably shouldn't bother wasting our resources.
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Its like playing god with sentient legos. - They Got Leader
[Dwarf Fortress] plays like a dizzyingly complex hybrid of Dungeon Keeper and The Sims, if all your little people were manic-depressive alcoholics. - tv tropes
You don't use science to show that you're right, you use science to become right. - xkcd

quip

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Re: Roll to BRRAAAIIIINNNNNSSSSssss....
« Reply #109 on: November 16, 2010, 01:04:01 pm »

I'm not saying no, just later on... And even then I'm not going to try to force people to stay if they don't want to. In fact if most of us decided to I'd go anyway just to avoid loneliness.  :D
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bowdown2q

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Re: Roll to BRRAAAIIIINNNNNSSSSssss....
« Reply #110 on: November 16, 2010, 02:06:42 pm »

btw, you are fairly obvious on the water tower, and at night, the zombies get less stupid. They may eventually figure out that you're holding out there, and then you'll run out of bullets before they run out of bodies to make a ramp.  Also, there's not enough space of the catwalk for all your stuff, though you can leave some in the van. If you leave food in there the zombies might destroy the van to get to it. Not to say that you can't fortify this location.

quip

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Re: Roll to BRRAAAIIIINNNNNSSSSssss....
« Reply #111 on: November 16, 2010, 02:26:15 pm »

water tower...at night, the zombies get ...stupid... They...run out of bodies ... catwalk...all your stuff...van...food ... van ... fortify this location.
The bold bits are all I read. Anyway, anyone want to bet on how long it'll take for me to end up surrounded by zombies on the Water Tower while everyone else builds a massive uber fort of doom?
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monk12

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Re: Roll to BRRAAAIIIINNNNNSSSSssss....
« Reply #112 on: November 16, 2010, 06:55:53 pm »

The water tower is too conspicuous?

Here's a question: Does this town have a sewer system? And does this water tower have the ability to cut off water to the entire town?

I'm thinking we should start our New World Order in an underground Water Main/Sewer Fortress. STRIKE THE EARTH!



And incidentally, the zombies get "less stupid?" We need to start researching these zombies a la "I Am Legend."  Know thy enemy.


In fact, I spend as much darkness time as possible studying the movements/habits of zombies
I also plan to catch a nap for one of my later actions the next day in order to stay up all night without difficulty.

bowdown2q

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Re: Roll to BRRAAAIIIINNNNNSSSSssss....
« Reply #113 on: November 18, 2010, 02:21:57 pm »

Quip: (fort0+1)5 - You craft an exccelent defensive postion, although you use only 1 unit of supplies, your wall would stand up far better than the fence. You use it to fortify one of the three entry points, effectivley removing its threat.

Jetsquirrel: (cul3, MC) 4. You create some quite tasty - and filling - food for the party. You use only 3/4 of the total required food for the day. (COU0, INT2) 6,5 As you contemplate the VAGUELY DISTRUBING SIGN, you are overcome by a wave of sheer terror and sucidial depression - but this soon passes (MP-1). You think you've seen that sign before someplace... if only you had some BOOKS you might be able to look up some helpful information.

Kilakan: (eng0) 5 - You set up some garottes near the entrances, miraculously managing not to violently lacerate yourself with the razor wire.

Shades: (eng0) 5 - you help the others establish their traps/defenses, improving the quality of those fortifications slightly.

JacenHanLovesLegos (eng4) 2 - your skill overcomes your fumblings, and you amange to establish a fortification with the aid of Shades.

Monk12: (COU1) 3 - You succsessfuly train Volt to bark at shit. He was pretty good at it before, actualy.

Frelock (eng0) 2 - You move the tools into the pumbhouse, but it's far from a machine shop.

Tornok (eng0) 3 - You establish a mediocre sniper's nest. It will do.

maxicaxi - (eng3) 5 - Huzzah, an excellent wall! You block off the second low point in the fence, limiting zombie entrance to the single main gate.

NIGHT: thw zombies seem to avoid your tower for the night... but there is somthing strange going on..
Tornok (PER2): 6
Monk12 (PER2): 6
(oh wow, hello 6!)
   You two notice some strangeness happening over in the direction of the Cathedral - oddly colored smoke rises in distressing patterens, and zombies seem to give it a wide berth. Moreover, you see light sources - torches? lanters? - moving along the streets here and there. With your amazing elf-eyes, you see that they are being carried by hooded, robed figures, emerging and returning to the sewers peridoicaly. The seem to be seraching...
   
UNKNOWN: 6. They seem to have noticed your tower, although aside from obviously noticing figures upon it, they do nothing else.

aside: Magic? Who said anythign about !!magic!!? Did I say magic? I don't think I diiiiiiiiddd...

quip

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Re: Roll to BRRAAAIIIINNNNNSSSSssss....
« Reply #114 on: November 18, 2010, 02:39:04 pm »

So... Theres a creepy cult in the cathederal who scare zombies, signs which drive people crazy and THE WATER TOWER OF CAPS LOCK GREATNESS! has been spotted? Thats not good right?
I stick with the team wherever we go and scavenge supplies wherever we go, if we head to the Cathederal I'll try to sneak around the outside first to determine any possible escape routes to use if when we find a elderitch abomination or something in there also I decide to train TABBY THE CAPS LOCK CAT to sit on my shoulder, like a parrot-cat in any spare time I have.
« Last Edit: November 18, 2010, 02:40:58 pm by quip »
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Shades

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Re: Roll to BRRAAAIIIINNNNNSSSSssss....
« Reply #115 on: November 18, 2010, 02:51:14 pm »

I guess we should check out that cathedral, but we should probably have a plan of action for when we get there.
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Its like playing god with sentient legos. - They Got Leader
[Dwarf Fortress] plays like a dizzyingly complex hybrid of Dungeon Keeper and The Sims, if all your little people were manic-depressive alcoholics. - tv tropes
You don't use science to show that you're right, you use science to become right. - xkcd

Jetsquirrel

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Re: Roll to BRRAAAIIIINNNNNSSSSssss....
« Reply #116 on: November 18, 2010, 03:06:35 pm »

dont go to the cathedral YET FIRST we want to burrow our selves in somewhere, water tower is fine but there a more secure locations probaly.
Start shooting at the zombies with my crossbow

JacenHanLovesLegos

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Re: Roll to BRRAAAIIIINNNNNSSSSssss....
« Reply #117 on: November 18, 2010, 03:17:50 pm »

Follow everyone else, only shooting if neccesary.
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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.

quip

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Re: Roll to BRRAAAIIIINNNNNSSSSssss....
« Reply #118 on: November 18, 2010, 03:19:59 pm »

FIRST we want to burrow our selves in somewhere, water tower is fine but there a more secure locations probaly.
This is a very good idea... I wasn't expecting that update, that cult'll probably go after us soon so having a second/secret base sounds like a good idea.
also would it be possible for us to build our own faction or will all NPC's be hostile towards us? If we can't get an army of fellow survivors on our side then we should look into fortifying multiple locations just for emergencies...
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Shades

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Re: Roll to BRRAAAIIIINNNNNSSSSssss....
« Reply #119 on: November 18, 2010, 04:04:12 pm »

I'll suggest the library again then. Tends to have solid stone walls, tends to be just one entrance (or two if there is underground parking). Multiple floors give us elevation for seeing attackers and possibilities for escape routes. Also books...

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Its like playing god with sentient legos. - They Got Leader
[Dwarf Fortress] plays like a dizzyingly complex hybrid of Dungeon Keeper and The Sims, if all your little people were manic-depressive alcoholics. - tv tropes
You don't use science to show that you're right, you use science to become right. - xkcd
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