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Author Topic: Dwarven Invaders - Dead Roots Stirring  (Read 113040 times)

ank

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Re: Dwarven Invaders - A social experiment based on Minecraft
« Reply #150 on: January 31, 2012, 06:42:22 am »

I tried to go a looting exspedition, but turns out that claimed land is protected!

this means our fort is protected!
we need not hide it underground anymore!
let us start on the above ground castle!
The guy with the keyboard demands it!
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Blaze

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Re: Dwarven Invaders - A social experiment based on Minecraft
« Reply #151 on: January 31, 2012, 07:01:02 am »

Correction, claimed land is protected from weaker factions.

Stronger factions can just force-claim other factions' land.
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klingon13524

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Re: Dwarven Invaders - A social experiment based on Minecraft
« Reply #152 on: January 31, 2012, 07:06:37 am »

Still, a dummy fort on top of the mountainhome is a good idea. Just put some chests with a little bit of stuff in them, alternate barracks, dungeon, ect. Make sure to get really pissed off if someone loots it, while keeping our real base secret. Maybe a fake mountainhome laden with traps as well?
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By creating a gobstopper that never loses its flavor he broke thermodynamics
Maybe it's parasitic. It never loses its flavor because you eventually die from having your nutrients stolen by it.

qwertyuiopas

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Re: Dwarven Invaders - A social experiment based on Minecraft
« Reply #153 on: January 31, 2012, 07:23:42 am »

/f map

Shows nearby claimed areas.

You can't really hide the fact that something interesting is there, and you certainly can't hide the full size of it, either. (Unless they don't use the map, of course)
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Eh?
Eh!

ank

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Re: Dwarven Invaders - A social experiment based on Minecraft
« Reply #154 on: January 31, 2012, 07:25:48 am »

we need to build a sheel around our underground fort, with all manner of traps and magma falls.

i don't think a strong faction would just outright grief us, i think any strong faction would declare war and such first.

point is, we dont really need to hide the fort, since the claimed land shows up on the map anyways, and random people/griefers can't do anything to our claimed land.
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klingon13524

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Re: Dwarven Invaders - A social experiment based on Minecraft
« Reply #155 on: January 31, 2012, 07:36:34 am »

/f map

Shows nearby claimed areas.

You can't really hide the fact that something interesting is there, and you certainly can't hide the full size of it, either. (Unless they don't use the map, of course)
No we can't hide claimed territory, which is what the surface fort is for. Maybe a couple of outposts on the border to explain how our land is bigger then the small dummy castle.
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By creating a gobstopper that never loses its flavor he broke thermodynamics
Maybe it's parasitic. It never loses its flavor because you eventually die from having your nutrients stolen by it.

Wayward Device

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Re: Dwarven Invaders - A social experiment based on Minecraft
« Reply #156 on: January 31, 2012, 11:09:47 am »

Right, so even if we can't outright hide then we can at least make it a bit harder to get raided by making sure to keep our entrances hidden. I'm going to be working on two mini projects. First, an idiot trap. Basically an obsidian box with a sign on the outside saying "free diamonds" and a lever in side saying "pull for free diamonds" that seals the box and dumps magma inside. I'm also going to make a vault for our most precious stuff. What I'm thinking is a button behind a painting that reveals a room with 12 levers. There's a sign that says "whats the correct number of bays?". Levers 1-11 will kill you, twelve will reveal the chest. Any thoughts?

Also, I'd like to propose a megaproject. We're going to need one eventually. Basically, there's quite a large crescent shaped cavern in our mines. If it breached the surface it would be a beautiful ravine. I suggest we strip mine this into a huge spherical cavern and terraform it with giant mushrooms, artificial glowstone stalagmites/stalactites and the like and then build our expeditions tombs in a giant pyramid at the center. Anyone else approve of this plan?   
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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.

ansontan2000

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Re: Dwarven Invaders - A social experiment based on Minecraft
« Reply #157 on: January 31, 2012, 11:36:02 am »

I'm coming.

In six hours.
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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.

klingon13524

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Re: Dwarven Invaders - A social experiment based on Minecraft
« Reply #158 on: January 31, 2012, 11:40:40 am »

Any thoughts?

Also, I'd like to propose a megaproject.
Make it 14 levers or something, don't let it end at 12. Also, the megaproject sounds very cool, but this is a cutthroat war server. It would reveal the true position of our base.
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By creating a gobstopper that never loses its flavor he broke thermodynamics
Maybe it's parasitic. It never loses its flavor because you eventually die from having your nutrients stolen by it.

Wannazzaki

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Re: Dwarven Invaders - A social experiment based on Minecraft
« Reply #159 on: January 31, 2012, 11:44:17 am »

Underground project, mines of moria style? maybe a huge monument away from the base?
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klingon13524

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Re: Dwarven Invaders - A social experiment based on Minecraft
« Reply #160 on: January 31, 2012, 11:46:20 am »

The entire base is an "underground project", and what you're suggesting wouldn't be seen by anyone but the builders, which would be no fun. We need to make something entirely surface based like a recreation of the tower of Fu.
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By creating a gobstopper that never loses its flavor he broke thermodynamics
Maybe it's parasitic. It never loses its flavor because you eventually die from having your nutrients stolen by it.

ank

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Re: Dwarven Invaders - A social experiment based on Minecraft
« Reply #161 on: January 31, 2012, 12:30:02 pm »

What we really need is a trapped /f home area. coz right now a griefer can just join our faction, /f home and steal all our stuff.
so we gotta make a trapped room, we gotta go tghrough when we /f home.
like the bay 12 room somebody mentioned.
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Wannazzaki

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Re: Dwarven Invaders - A social experiment based on Minecraft
« Reply #162 on: January 31, 2012, 12:42:24 pm »

Can't we make it an invite only thing?
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Son of Slaanesh, full of desire, He does cocaine and his head's on fire! DOOOOOOOOOOOOOM Rider! Doom rider! Na na, na na!

GreatJustice

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Re: Dwarven Invaders - A social experiment based on Minecraft
« Reply #163 on: January 31, 2012, 01:16:07 pm »

I presently set it to be open if only because the odds of random people trying to join (considering we don't even talk in chat openly very often) are low and otherwise we end up with unfortunate Dorves stuck in that terrible, terrible spawn area surrounded by garbage with "home base" a good half hour's walk-boat ride-walk-boat ride-walk away.

We already have something like 10 Dorves, and our fortress is very well developed. We could use some slimes for sure and should start making cave areas to see if we can find them (since sticky pistons are much, much more efficient and elegant than regular piston doors). We also ought to be starting to find other factions to raid, and as said earlier, ought to be building "distractions" around our land so as to not be too blatant (as is, any serious faction would find it VERY SUSPICIOUS that there's a random mountain all claimed with apparently nothing there, and would likely start declaiming).
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The person supporting regenerating health, when asked why you can see when shot in the eye justified it as 'you put on an eyepatch'. When asked what happens when you are then shot in the other eye, he said that you put an eyepatch on that eye. When asked how you'd be able to see, he said that your first eye would have healed by then.

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ank

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Re: Dwarven Invaders - A social experiment based on Minecraft
« Reply #164 on: January 31, 2012, 02:30:17 pm »

when i say we need to trap the home room, i don't mean an instant kill trap. more like the 12 doors suggested earlier, so that griefers joining wont know how to get around the traps.

i heard somebody asking in public chat if he could join our faction, so people ARE aware of us somehow.

EDIT: also i am getting sooo tired of the chat spam, it's allmost impossible to talk with the other dorfs, coz the chat moves so fast.
is anybody use teamspeak or something else? maybe a steam chat group?

EDIT2: has anybody found anywhere to trade? you can set up Iconomy trading as far as i know... which reminds me!
Trade depot! human caravan is almost here! we must quickly make a trade depot selling socks and buying iron, and wood!
also, we could do inhouse trading, so that our leader puts gems and a selling chest and people have to buy them, thus giving our leader the money to buy more land... thats how it works right?
« Last Edit: January 31, 2012, 02:58:12 pm by ank »
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