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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 50776 times)

elitetaco3519

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Re: Fortress Mode 3.0 :: YLDF - Turn One Compleate - Always accepting Migrant
« Reply #255 on: November 25, 2011, 11:48:22 am »

so if i said i want to play, could you accept meh as a migrant??
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Neyvn

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Re: Fortress Mode 3.0 :: YLDF - Turn One Compleate - Always accepting Migrant
« Reply #256 on: November 25, 2011, 06:47:33 pm »

I must say, not exactly optimistic at the rate these turns are going. XD I've got a long way until I'm a part of things... :(
Sorry, a few folk have quit from work so I am getting more hours and the thing is that I work graveyard shifts, I end up sleeping in till late and then have little to no time to spend rolling some days. It should speed up after I get used to these new hours...

so if i said i want to play, could you accept meh as a migrant??
As long as your willing to accept a bit of a wait, then yeah. As it says in the title, Always accepting Migrants...


ROLLING TURN NOW!!!
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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?
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ansontan2000

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Re: Fortress Mode 3.0 :: YLDF - Turn One Compleate - Always accepting Migrant
« Reply #257 on: November 25, 2011, 08:35:53 pm »

...it takes 2 hours to roll a turn
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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.

Neyvn

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Re: Fortress Mode 3.0 :: YLDF - Started - Always accepting Migrant
« Reply #258 on: November 25, 2011, 08:55:16 pm »

\\::The Second Week:://

There were some heated arguements about the method that was to happen, some wanted to dig now, others build a cover above them and then those wanting people to stop wasting time as they would put it and support the bridge making process. In the end they set to work with their jobs.

- Consumed 1 Weeks of Food and Booze at Normal Rate. 4 Units of Hard Tack, 8 units of Rum
- Gained 12 Empty Mountain Home Barrels (Low Quality)

Spoiler: Athor Nauzir (click to show/hide)

Athor's vendetta took him back against the wooden flesh of the trees around them.

Spoiler: Kagrenac Stungnthumz (click to show/hide)

Kagrenac originally decided on building the Cover that was requested by a dwarf, but found that the Carpentry tools were claimed by Sandow who was busy building the bridge for the week, he used that time now spare to make some more Bolts and then head out hunting much longer then he had first planned...

Heading a good distance away from the noise of the dwarves busy working he headed southward, his Metalic Nature allowed him to take referance of different signs of any Animal tracks, at first he thought he was onto something, he heard a 'bark' from that of what he assumed was an elk or deer and started to head in the direction the sound came from, but the sound always seemed to be the same distance every time he moved forward, he felt like he was chasing a rainbow and after a few days of following this sound he returned to the Camp with empty hands...

Not letting himself get depressed he took to the Watch over the group during the nights and through the last day of the week...

Spoiler: Litast Cerol (click to show/hide)

Not much seemed to go right with Litast this week, his attempts to find more ropereed left him with only one unit worth and a good wet bum, even trying to process the plant he had no luck and even his attempt at challenging a dwarf to a wrestling match was unheard or just ignored completely. Hopefully next week will be easier...

Spoiler: Ashtot Watermurdered (click to show/hide)

After cleaning another perch and adding it to the Fish Barrel he noticed Hintz starting to work on the Dwarven Tribal spear, sighing he headed over and offered to make it for him, considering that the had more skill in working with the stones and making them behave how they should. Hintz accepted and began to describe his image for the spear. It wasn't long that the finished product now rested in Hintz's hands. Satisfied that he had done something useful, he returned to the river and began to fish once again, pulling in half as many fish this time round...

Spoiler: Hintz Okthun (click to show/hide)

Determined to get this spear made, he returned to gathering more Rope Reed to make more thread and had started to gather the materials needed for his design of the spear. He was just about to begin when Ashtot approached him and offered to assist in the making process. At the end of the day, the new spear was completed and Hintz couldn't help but hold it aloft in great success, despite it being Ashtot who made it, thanking his fellow Dwarf greatly, he dashed off to be of use in gathering more plants for the Brewery and as Food...

Spoiler: Nikuz Nanothnunok (click to show/hide)

Joining Litast and Rasul in the water was not to plan and even then he did not find anything out there himself. But he then moved to plowing another field for Ratweeds this time. Next he upgraded the Brewery and spent the last couple of days making some booze...

Spoiler: Sandow Lombukog (click to show/hide)

It was agreed that the Bridge came first, dispiet having plans for the week, Sandow set to work at building the bridge to his best ability. At first things were going smoothly, half finished in the first day, but then, disaster struck, a log slipped from his grasp as he was setting it into place and began to float down the river, but thankfully he was able to retrieve it, though was set back a bit. Things took a while after that, it nearly looked like he wasn't going to be done by the weeks end and nothing was going right. Luckily he pulled an all nighter and finished the bridge on the last day of the week...

Spoiler: Rasul Cavernropes (click to show/hide)

While searching along the bank with Litast, a hand grabbed hold of her shirt as the two of them fell into the river after Litast slipped. Both coming out covered in water, and soaked clothing. After a week though, she had gathered more fisher berries to be eaten or brewed...

~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~

During the nights, two dwarves exchanged shifts in watching the camp, rousing each other for their shifts as they grew tired and kept watch over the area with a Lantern.
::DICE CHALLENGE::
With the watch, the night seemed more calmer, as if that disturbing feeling from the week before gone as if the presence of the awake dwarves kept it away, sleep was calm and soothing for those that slept. At the end of the week, they took note that the Candle used in the lantern was half melted...

~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~

End of Week Notes.
Seems that things went a little more hectic this week. I mean seriously 5 times did I get Critical Fails, and 3 of them on the same "day" for the plant gatherers. And the bridge was not even looking like it was anywhere close to being finished. But the funny thing was that I accidently double clicked the Roll button on the site I am using, and it rolled two sets, the first was loaded before the second too action, it showed a Fail to Hit DR on the 7th day, but the second roll had a good result, seeing as it was a mistake on my part I took the better...
Also to note, please remember to Communicate with each other on what is happening, know when and who wants to use what when. Should the food be rationed. Etc...
Booze is being drunk at 8 Barrels a week atm. The small topups that the Brewer is making is kinda helping but its not really enough to keep things in the black as it comes closer to the bottom of the barrel...

I'll also ask should I add in a Happiness Bar for each dwarf. Be a bit more detailed on how food and such is effecting you all? Or working with a conflicting personality result in changes in happiness too? Its currently being kept quiet but would you like to know visually???


EDIT::
...it takes 2 hours to roll a turn
Yes, I have other things to do while its happening atm. Getting my clothes for work out onto the line to dry, Nature called and then seeing off my Girlfriend who was over. Sue me. Some places have longer roll times, some have shorter. At least it didn't take as long as before...

FAKE EDIT:: I could add less detail to events if you want me to. Like the text between the spoilers... Poll up, using only one Choice option...
« Last Edit: December 01, 2011, 09:11:13 pm by Neyvn »
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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...

ansontan2000

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Re: Fortress Mode 3.0 :: YLDF - Turn One Compleate - Always accepting Migrant
« Reply #259 on: November 25, 2011, 09:22:55 pm »

1-whatever: Clean fish until done.
Whatever-end of week: Make more tribal spears for the hunters.
« Last Edit: November 25, 2011, 10:38:25 pm by ansontan2000 »
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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.

adwarf

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Re: Fortress Mode 3.0 :: YLDF - Turn One Compleate - Always accepting Migrant
« Reply #260 on: November 25, 2011, 09:24:37 pm »

Day 1-5: Train with Tribal Spear
Day 6-7: Gather Rope reed (For Tribal Spear Quiver)
« Last Edit: November 25, 2011, 09:56:16 pm by adwarf »
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Neyvn

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Re: Fortress Mode 3.0 :: YLDF - Turn One Compleate - Always accepting Migrant
« Reply #261 on: November 25, 2011, 09:51:33 pm »

Day 1-5: Train with Tribal Spear
Day 6: Use branches, and vines to make a crude shield
Day 7: Gather Rope reed (For Tribal Spear Quiver)
Just a note, To make that shield is carpentry...
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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...

adwarf

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Re: Fortress Mode 3.0 :: YLDF - Turn One Compleate - Always accepting Migrant
« Reply #262 on: November 25, 2011, 09:56:00 pm »

Well time to change it :(
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Hastur

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Re: Fortress Mode 3.0 :: YLDF - Turn One Compleate - Always accepting Migrant
« Reply #263 on: November 25, 2011, 10:53:29 pm »

We are bridged! Strike the earth!!!
Sandow grabs a pick and hits the mountainside frenziedly just to be first to chip some stone then wanders off tired.
1 use carpentry tools and workshop to upgrade all workshops with wooden tables, starting with the carpentry workshop.
2 build up to 7 beds then move on
3 finish 7 beds or move on
4 build wooden shields for a day with carpentry tools
5 build masonry workshop inside the mountain if we have space by now, use a wooden table or something good.
6 build rock double-doors for our entrance
7 make fire hardened wooden javelins and a personal shilleleigh good for combat/walking stick

"Hey the booze is running out. I say we all ration the booze until we vote otherwise, its just common sense."

(I think you should keep doing fluff but handwave personality conflicts and moods. it gets tedious i think)
« Last Edit: November 25, 2011, 10:55:58 pm by Hastur »
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adwarf

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Re: Fortress Mode 3.0 :: YLDF - Turn One Compleate - Always accepting Migrant
« Reply #264 on: November 25, 2011, 11:29:19 pm »

"Yes wheres my darned beer !!"
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ansontan2000

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Re: Fortress Mode 3.0 :: YLDF - Turn One Compleate - Always accepting Migrant
« Reply #265 on: November 25, 2011, 11:29:34 pm »

"I have to agree with you on that. How about half a barrel per week per person?"
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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.

Hubris Incalculable

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Re: Fortress Mode 3.0 :: YLDF - Turn One Compleate - Always accepting Migrant
« Reply #266 on: November 25, 2011, 11:41:19 pm »

"Aye. Rationing tha licker is defn'atly in oor best intrests. I cannae mak eight ferlippin barrels o' brew each week, especially not wi' a farm to tend as weel."

1: Plant more ratweed seeds in , if there's room. If not, Brew.
2: Build temporary kitchen (wood)
3-x: Brew until there's no supplies
(x+1)-7: Gather edible and brewable plants
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IronyOwl

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Re: Fortress Mode 3.0 :: YLDF - Turn One Compleate - Always accepting Migrant
« Reply #267 on: November 26, 2011, 12:29:59 am »

((I don't think knowing/tracking exact moods are necessary. Giving us an occasional status report should be good enough.))

Rasul sighed dejectedly. "I suppose rationing it is for the best for now..." she said, either not fully convinced or not fully happy. "Maybe once we get inside things will go better..."


Days 1-7: Grab a pick and mine. Digging plan is a two-wide doorway, followed by a short hallway, followed by a large, rectangular chamber with four pillars.
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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.

Neyvn

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Re: Fortress Mode 3.0 :: YLDF - Turn One Compleate - Always accepting Migrant
« Reply #268 on: November 26, 2011, 12:44:34 am »

((I don't think knowing/tracking exact moods are necessary. Giving us an occasional status report should be good enough.))

Rasul sighed dejectedly. "I suppose rationing it is for the best for now..." she said, either not fully convinced or not fully happy. "Maybe once we get inside things will go better..."


Days 1-7: Grab a pick and mine. Digging plan is a two-wide doorway, followed by a short hallway, followed by a large, rectangular chamber with four pillars.

The Happiness is going to be modifiers, you guys seeing it means you can work out how far away you are from a good or bad modifier, Only con is that I would need to do more "Maths" to show it, while leaving it hidden I can decide on the factors myself and have the "maths" work that way...

Also, can I get more clear instructions, don't forget that I am going to be putting out an Ascii map at the end of the month, so the digging will be added, as will be the farms and bridges. How big was the bridge Hastur, where are those Farms again Hubris...
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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...

IronyOwl

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Re: Fortress Mode 3.0 :: YLDF - Turn One Compleate - Always accepting Migrant
« Reply #269 on: November 26, 2011, 12:53:18 am »

Yeah, if it requires more math, probably best to just leave it and let us know every month or so or when we ask about it.

Hallway five tiles long (not including space for the doors) and two wide, room... 13x13, with a pillar two away from each wall in each corner.
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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.
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