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Poll

Reclaim???

OMG YES
- 9 (81.8%)
No...
- 2 (18.2%)

Total Members Voted: 9


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Author Topic: This Fortress has been abandoned... Reclaim???  (Read 50780 times)

Neyvn

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Re: Fortress Mode 3.0 :: YLDF - Turn Three Complete - Always accepting Migrants
« Reply #330 on: November 29, 2011, 09:39:25 pm »

Build Caprnters workshop on Day 5.

Make Beds.

Could someone make FISHY STICKS??
Also, want to point out, Hastur wants to hog the Carpenters tools again this week...
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Quote from: Ubiq
Broker: Wasn't there an ambush squad here just a second ago?
Merchant: I don't know what you're talking about. Do you want this goblin ankle bone amulet or not?
My LIVESTREAM. I'm Aussie, so not everything is clean. Least it works...

Haika

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Re: Fortress Mode 3.0 :: YLDF - Turn Three Complete - Always accepting Migrants
« Reply #331 on: November 30, 2011, 05:10:37 pm »

Wow, this got quiet. 3 pages back even. Still alive? or do I give up on my vague hopes of ever participating and having turns happen?
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The research assistant couldn't experiment with plants because he hadn't botany
Don't expect a bonsai tree to grow the miniature planting it.
Trust your calculator. It's something to count on.
Pencils could be made with erasers at both ends, but what would be the point?

Neyvn

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Re: Fortress Mode 3.0 :: YLDF - Turn Three Complete - Always accepting Migrants
« Reply #332 on: November 30, 2011, 05:19:04 pm »

I am waiting to see if they want to pull their shit together or not. I think I have repeated about the workshops about 3 times now, yet there is still confusion, toolkits about 10 times and yet we still have people not checking to see who wants to use them, and so much "I can do it myself" attitude that comes from Bay12 community Members...

Each time I think I am about to start rolling, I see something that was spos to be addressed. And seeing as its the 4th turn I would rather people get it right then be pushed back and being told, you fucked up. So I ain't forcing much of a limit before I do move on. Another day or two perhaps. Sooner things make sense, the better...
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Quote from: Ubiq
Broker: Wasn't there an ambush squad here just a second ago?
Merchant: I don't know what you're talking about. Do you want this goblin ankle bone amulet or not?
My LIVESTREAM. I'm Aussie, so not everything is clean. Least it works...

Hubris Incalculable

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Re: Fortress Mode 3.0 :: YLDF - Turn Three Complete - Always accepting Migrants
« Reply #333 on: November 30, 2011, 06:04:10 pm »

Do you mind telling me if there is a conflict with my schedule?
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ansontan2000

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Re: Fortress Mode 3.0 :: YLDF - Turn Three Complete - Always accepting Migrants
« Reply #334 on: November 30, 2011, 06:08:20 pm »

At this point, I may just be the only person not conflicting.  ::)
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When a soldier makes a mistake, one man dies.
When a captain makes a mistake, a dozen men die.
When a commander makes a mistake, a thousand men die.
When an emperor makes a mistake, well, there is a game save for retry.

IronyOwl

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Re: Fortress Mode 3.0 :: YLDF - Turn Three Complete - Always accepting Migrants
« Reply #335 on: November 30, 2011, 06:28:14 pm »

If you want us to keep a master schedule, you should probably just say so. Otherwise, just roll to resolve conflicts; we'll figure it out eventually, or we'll impede each other's progress in crippling and hilarious ways.




Spoiler: Original Orders (click to show/hide)


Since Kestrel is one of our miners and Hastur's both a better carpenter and the main non-miner who's going to be acquiring wood for us anyway, I suggest we let Hastur hog the carpenter tools and have Kestrel dig the whole way through. Also, building a workshop out of stone is worthless, when it wouldn't take much longer to build them out of stone blocks instead. Which requires stone, obviously, which is another reason for him to be mining.

Of course, this also makes it not very sensible for Hastur to go all nuts with the carpenter's shop when we're close to having a decent one and he's our only mason, so I'd suggest the following changes:


Hastur: Build mason's shop and mass-produce stone blocks all week, then build a carpenter's shop with one at the end.
Kestrel: Use whetstone on pickaxe as intended, then diggy diggy hole all day erry day.
Hubris: Build a kitchen with stone blocks before you actually cook; I don't think we have one, and if we do it's probably not very good.
Kingfisher: Don't bother with the picks, let the miners get them first.
Ahra: Whetstone on pickaxe first.


To be perfectly honest, I'm more interested in getting the turn out than fiddling with this though, so I'd recommend either yielding to my despotic demands or ignoring them completely, and getting on with it either way.

EDIT: By which I mean I think Neyvn should assume my word is law or assume we're in complete agreement with the currents plans. We can get all organized and plan-y and such next time.
« Last Edit: November 30, 2011, 06:33:13 pm by IronyOwl »
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Quote from: Radio Controlled (Discord)
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.

Haika

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Re: Fortress Mode 3.0 :: YLDF - Turn Three Complete - Always accepting Migrants
« Reply #336 on: November 30, 2011, 07:17:40 pm »

Do we have an expedition leader or mayor or somesort yet? Perhaps we should nominate IronyOwl, so he can do such conflict resolutions in character. Hopefully that might speed some things up when conflicts do occur.
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The research assistant couldn't experiment with plants because he hadn't botany
Don't expect a bonsai tree to grow the miniature planting it.
Trust your calculator. It's something to count on.
Pencils could be made with erasers at both ends, but what would be the point?

Hubris Incalculable

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Re: Fortress Mode 3.0 :: YLDF - Turn Three Complete - Always accepting Migrants
« Reply #337 on: November 30, 2011, 07:23:13 pm »

I already built a kitchen.

see the previous update.
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IronyOwl

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Re: Fortress Mode 3.0 :: YLDF - Turn Three Complete - Always accepting Migrants
« Reply #338 on: November 30, 2011, 07:46:10 pm »

Ah, so you did. It'd still be better to replace everything with stone block workshops, though, if we're able.
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Quote from: Radio Controlled (Discord)
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.

Hubris Incalculable

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Re: Fortress Mode 3.0 :: YLDF - Turn Three Complete - Always accepting Migrants
« Reply #339 on: November 30, 2011, 08:07:54 pm »

I'm waiting for space within the cliff to build stone workshops. The current kitchen and brewery are temporary, so that I'm not standing around being useless until the mountain is hollow.
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Hastur

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Re: Fortress Mode 3.0 :: YLDF - Turn Three Complete - Always accepting Migrants
« Reply #340 on: November 30, 2011, 08:12:05 pm »

(My turn stands as written. DAMN THE TORPEDOES FULL SPEED AHEAD!)
(but replace all mentions of tables being used to wood blocks, i meant wood blocks to build workshops, build more wood blocks as necessary)
(who cares if someone is doing things wrong, the perfect is the enemy of the good. so good enough lets go.)
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Kestrel_6

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Re: Fortress Mode 3.0 :: YLDF - Turn Three Complete - Always accepting Migrants
« Reply #341 on: November 30, 2011, 10:32:41 pm »

I'll follow Irony's desicion
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Kestrel, ITS A TRAP! It's luring you into false security! DON'T FALL FOR IT!!
Tomb of Horrors can pretty much be summarized by "ackbar.jpg"

Ahra

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Re: Fortress Mode 3.0 :: YLDF - Turn Three Complete - Always accepting Migrants
« Reply #342 on: December 01, 2011, 02:25:03 am »

irony ez leader
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And then the horror hits: This was just spring.
We are SOooooooooooooooooooooooooooooo fucked.
Quite fucked indeed.

Monkeyfacedprickleback

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Re: Fortress Mode 3.0 :: YLDF - Turn Three Complete - Always accepting Migrants
« Reply #343 on: December 01, 2011, 02:31:27 am »

> promote Rasul Cavernropes (Ironyowl) to expedition leader. Let's get organised.
« Last Edit: December 01, 2011, 02:33:12 am by Monkeyfacedprickleback »
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kingfisher1112

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Re: Fortress Mode 3.0 :: YLDF - Turn Three Complete - Always accepting Migrants
« Reply #344 on: December 01, 2011, 05:10:50 am »

Can't argue with logic.
Litast #1 for chief medical dwarf!
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I honestly thought this was going to be about veterinarians.
Ermey: 26/4/13
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