Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 66 67 [68] 69 70 ... 105

Author Topic: Dwarven Invaders - Dead Roots Stirring  (Read 113336 times)

ank

  • Bay Watcher
    • View Profile
Re: Dwarven Invaders - We have moved to a tekkit server!
« Reply #1005 on: March 28, 2012, 09:02:13 pm »

can you promote some officers?
Logged

dragonshardz

  • Bay Watcher
  • [ETHIC:PONY:ACCEPTABLE]
    • View Profile
    • Steam Profile
Re: Dwarven Invaders - We have moved to a tekkit server!
« Reply #1006 on: March 28, 2012, 09:59:22 pm »

I'll work on it, I think I figured out how to invite people without them being online.

Also, whoever is making diamond gear: Stop.

EDIT: Turns out people have to be online for me to make them assistants or anything. Also, the tower is nearly complete - I just have to finish the penthouse roof and ank needs to finish out the elevator. Once all that's done, I'll be working on making the penthouse, penthouse lobby, and the rooftop garden. Y'all can start working on the apartments in the floors below if you want to.
« Last Edit: March 29, 2012, 02:28:11 am by dragonshardz »
Logged

Wayward Device

  • Bay Watcher
  • Has no dealings with the incarnations of gods
    • View Profile
Re: Dwarven Invaders - We have moved to a tekkit server!
« Reply #1007 on: March 29, 2012, 08:56:19 am »

So, what does Township actually get us, apart from the obvious boost to our status?

EDIT: It seems that I can't get out of the bunker now, activate pressure plates or use chests I was added to before. Since the message says [Towny] Something something players can't switch, I'm going to assume this related to our recent enTownment. I'll be back on later so Dragonshardz can add me.
« Last Edit: March 29, 2012, 09:29:35 am by Wayward Device »
Logged
or maybe Valve goes out of business because they invested too heavily in something which then fails - like, say, human civilization.
Alternatively, initiate strife to refuse additional baked goods, and then abscond.

Goron

  • Bay Watcher
    • View Profile
Re: Dwarven Invaders - We have moved to a tekkit server!
« Reply #1008 on: March 29, 2012, 03:06:10 pm »

Ok, I am slowly getting more familiar with tekkit, mostly in single player... But I feel I may actually be able to do something on the server... That said, I've got a question: can I mine minerals in a cave that someone else lit with torches? I am still not fully sure of what 'property' means. Obviously I cannot destroy a construction, but what about the natural walls of someone's tunnel?
Thanks.

dragonshardz

  • Bay Watcher
  • [ETHIC:PONY:ACCEPTABLE]
    • View Profile
    • Steam Profile
Re: Dwarven Invaders - We have moved to a tekkit server!
« Reply #1009 on: March 29, 2012, 03:21:18 pm »

So, what does Township actually get us, apart from the obvious boost to our status?

EDIT: It seems that I can't get out of the bunker now, activate pressure plates or use chests I was added to before. Since the message says [Towny] Something something players can't switch, I'm going to assume this related to our recent enTownment. I'll be back on later so Dragonshardz can add me.

Yes, I have to add you as a Resident. Township makes it harder for people to get in and screw with your stuff.

ank

  • Bay Watcher
    • View Profile
Re: Dwarven Invaders - We have moved to a tekkit server!
« Reply #1010 on: March 30, 2012, 03:01:31 pm »

i'd just like to not that the towny system won't let me use bone meal with it's borders...
maybe there is a setting you can turn off, Dragon?
Logged

dragonshardz

  • Bay Watcher
  • [ETHIC:PONY:ACCEPTABLE]
    • View Profile
    • Steam Profile
Re: Dwarven Invaders - We have moved to a tekkit server!
« Reply #1011 on: March 31, 2012, 01:11:57 am »

So, FYI:

Buppo and colemertz raided us. They failed at blowing holes in the tower (yesssssss!) due to some timely intervention from our neighbors, but Buppo circumvented Towny and took everything that was in the single chest to the left of Ivefan's LWC chest, as well as my nano armor, saber, and my drill, which I had dumped in the same chest when I saw them roaming around outside.

Simplest fix for this is to make the above-ground walls of our bunker thicker.

And no, before you go bitching to the admins, this was a legitimate move covered under Rule #6. Don't get annoyed, most of that Railcraft stuff was stolen from someone else, IIRC, (and if it wasn't, we can easily replace it) and we have enough carbon plates and junk to easily replace nano armor - or for me to make myself a suit of Quantum, which I may or may not do.

Ivefan

  • Bay Watcher
    • View Profile
Re: Dwarven Invaders - We have moved to a tekkit server!
« Reply #1012 on: March 31, 2012, 03:08:03 am »

So.. how did they actually get in?
Logged

Vattic

  • Bay Watcher
  • bibo ergo sum
    • View Profile
Re: Dwarven Invaders - We have moved to a tekkit server!
« Reply #1013 on: March 31, 2012, 05:08:41 am »

Thicker walls won't do much good from what I remember of the rules. They can keep bombing until they make an opening. Is that not the case?
Logged
6 out of 7 dwarves aren't Happy.
How To Generate Small Islands

Ivefan

  • Bay Watcher
    • View Profile
Re: Dwarven Invaders - We have moved to a tekkit server!
« Reply #1014 on: March 31, 2012, 05:24:02 am »

Thicker walls won't do much good from what I remember of the rules. They can keep bombing until they make an opening. Is that not the case?
Considering that Volg got his mountain base bombed into smithereens, yes, they can keep going till they run out of tnt.
Logged

Kristoph1942

  • Escaped Lunatic
    • View Profile
Re: Dwarven Invaders - We have moved to a tekkit server!
« Reply #1015 on: March 31, 2012, 07:12:50 am »

Hello, long time lurker delurking in order to join this endeavor, in game/real name of ChristopherBoyer. Never messed with anything outside of vanilla Minecraft so any tips for learning the ropes in game would be appreciated, managed to get spout craft and tekkit running without issue thankfully.
Logged

Ivefan

  • Bay Watcher
    • View Profile
Re: Dwarven Invaders - We have moved to a tekkit server!
« Reply #1016 on: March 31, 2012, 07:23:19 am »

Hello, long time lurker delurking in order to join this endeavor, in game/real name of ChristopherBoyer. Never messed with anything outside of vanilla Minecraft so any tips for learning the ropes in game would be appreciated, managed to get spout craft and tekkit running without issue thankfully.
two year old lurker, eh?
Well. EE and a few IC2 items is disabled on this server so the best would just to look at the IC2 machines and forestry. With only that you get a grasp on the mechanics. After that you can look at redpower if you like making a little more complex stuff with redstone.
Logged

Akhier the Dragon hearted

  • Bay Watcher
  • I'm a Dragon, Roar
    • View Profile
    • My YouTube Channel
Re: Dwarven Invaders - We have moved to a tekkit server!
« Reply #1017 on: March 31, 2012, 11:29:50 am »

Thicker walls won't do much good from what I remember of the rules. They can keep bombing until they make an opening. Is that not the case?
   We just need more layers and some fake storage areas with a little bit of stuff in it. If they find a room full of chests that contain some resources they could very well stop right at that. Also while I don't quite think thicker walls will do much one of the things it would do is provide more time in which someone who could deal with them could get on. They are building basically on our land to make theses things so whether its a normal TNT cannon where all it takes is to remove the TNT which is actually fired or a minecart setup where you just need to remove some track. If someone is on, even if they don't have quantum they can probably stop any siege quite well. Even better for the TNT cannon is simply run out with only a bucket and try to scoop up the water if they built their cannon out of non-explosion proof materials and have you ever picked up a track with a crystal pick? its quite fast and you just need to take a piece of it to delay them or even stop them as the track is going to actually be the more expensive part of the system. With quantum armor TNT is not at all hard to get though honestly all you need is the nano sword as it kills anything but a zombie in one hit.
« Last Edit: March 31, 2012, 11:31:29 am by Akhier the Dragon hearted »
Logged
Quote
Join us. The crazy is at a perfect temperature today.
So it seems I accidentally put my canteen in my wheelbarrow and didn't notice... and then I got really thirsty... so right before going to sleep I go to take a swig from my canteen and... end up snorting a line of low-grade meth.

dragonshardz

  • Bay Watcher
  • [ETHIC:PONY:ACCEPTABLE]
    • View Profile
    • Steam Profile
Re: Dwarven Invaders - We have moved to a tekkit server!
« Reply #1018 on: March 31, 2012, 01:00:10 pm »

So.. how did they actually get in?

He circumvented Towny. No, they didn't use explosives, those failed - Buppo dug out a block and then opened a chest before Towny put the block back.

Thicker walls won't do much good from what I remember of the rules. They can keep bombing until they make an opening. Is that not the case?
   We just need more layers and some fake storage areas with a little bit of stuff in it. If they find a room full of chests that contain some resources they could very well stop right at that. Also while I don't quite think thicker walls will do much one of the things it would do is provide more time in which someone who could deal with them could get on. They are building basically on our land to make theses things so whether its a normal TNT cannon where all it takes is to remove the TNT which is actually fired or a minecart setup where you just need to remove some track. If someone is on, even if they don't have quantum they can probably stop any siege quite well. Even better for the TNT cannon is simply run out with only a bucket and try to scoop up the water if they built their cannon out of non-explosion proof materials and have you ever picked up a track with a crystal pick? its quite fast and you just need to take a piece of it to delay them or even stop them as the track is going to actually be the more expensive part of the system. With quantum armor TNT is not at all hard to get though honestly all you need is the nano sword as it kills anything but a zombie in one hit.

Thicker walls will help somewhat - you can't dig through two blocks, even a RedPower cover and another solid block, before Towny replaces the first block you dug through.

Seriously, you know what I did when they showed up? Dropped my shit and started pissing on their parade, mentioned how pointless using TNT anything would be, how even if they did get into the tower they'd still never get any valuables, etc.

Akhier the Dragon hearted

  • Bay Watcher
  • I'm a Dragon, Roar
    • View Profile
    • My YouTube Channel
Re: Dwarven Invaders - We have moved to a tekkit server!
« Reply #1019 on: March 31, 2012, 01:06:43 pm »

I am on and noticed something. The cannon and the cart track was still there. Don't just leave them, take the stuff from it. The powered rails where just sitting there.
Logged
Quote
Join us. The crazy is at a perfect temperature today.
So it seems I accidentally put my canteen in my wheelbarrow and didn't notice... and then I got really thirsty... so right before going to sleep I go to take a swig from my canteen and... end up snorting a line of low-grade meth.
Pages: 1 ... 66 67 [68] 69 70 ... 105