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Author Topic: Dwarven Invaders - Dead Roots Stirring  (Read 113051 times)

Karakzon

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Re: Dwarven Invaders - A social experiment based on Minecraft
« Reply #165 on: January 31, 2012, 02:34:23 pm »

could start constructing sand walls around a decoy city out front. Then all you need to do is set up a warp point their for your fortress members and walla, in and out with no obvious sign and some place to practice the dwarven art of warefare that dosent endanger our stocks when someone does attack.

-will be joinning up at a later date, bit busy atm-
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GreatJustice

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Re: Dwarven Invaders - A social experiment based on Minecraft
« Reply #166 on: January 31, 2012, 03:02:38 pm »

(A) Claiming land only costs power, and that only for maintaining land.

eg. I claim 10 areas (chunks). To maintain this, everyone in the faction must combined have over 10 power. 10 is the maximum individually. Otherwise, other factions can claim it. I've tried to claim land from somewhat nearby "abandoned" factions but can't since we can't kill them (death drops power by two) and apparently superiority doesn't matter (so even though we probably have over 100 power to other faction's 30, we can't bruteforce them). If anyone knows a solution please let me know.

(B) I closed the faction for the moment since it seems to be attracting attention now

(C) Traps are fine so long as they aren't going to damage our actual stuff. So magma and TNT in the Hall is a no-no.
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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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Wannazzaki

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Re: Dwarven Invaders - A social experiment based on Minecraft
« Reply #167 on: January 31, 2012, 03:06:59 pm »

How about making the spawn point in an obsidian room with a combination to get out, which we will post here? People who join without permission (being outsiders) get stuck and we can just magma them through a dump chute.
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The Merchant Of Menace

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Re: Dwarven Invaders - A social experiment based on Minecraft
« Reply #168 on: January 31, 2012, 03:09:42 pm »

Can't you just dig your way out of the obsidian?
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Wannazzaki

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Re: Dwarven Invaders - A social experiment based on Minecraft
« Reply #169 on: January 31, 2012, 03:18:36 pm »

Make it so by doing so it also floods with magma.
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Blaze

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Re: Dwarven Invaders - A social experiment based on Minecraft
« Reply #170 on: January 31, 2012, 03:22:32 pm »

If we do that, then all it would take is one person to destroy the home area and render any usage of /f home useless; including those who are legitimate Dorfs; at least until someone fixed it.

Also, potions of fire resistance.

Instead, just close the faction (Which will make it require invites) and promote everyone to moderators (Who can send invites).
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klingon13524

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Re: Dwarven Invaders - A social experiment based on Minecraft
« Reply #171 on: January 31, 2012, 03:22:57 pm »

If you have a diamond pick, yes. Otherwise, punching the block for a full minute isn't very convenient.
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The Merchant Of Menace

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Re: Dwarven Invaders - A social experiment based on Minecraft
« Reply #172 on: January 31, 2012, 03:24:39 pm »

Inconvenience is hardly a deterrant to a person who wants to wreck your shit.
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Deathykloak

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Re: Dwarven Invaders - A social experiment based on Minecraft
« Reply #173 on: January 31, 2012, 03:26:52 pm »

Hey, I've been looking for a good minecraft server, and I know fellow DF'ers will definitely be good factionmates. Would you mind if I joined? My MC name is the same as my forum name. I'm actually on the server now, but it looks like the faction is already invite-only.
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Wannazzaki

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Re: Dwarven Invaders - A social experiment based on Minecraft
« Reply #174 on: January 31, 2012, 03:29:49 pm »

Doesn't matter if it's invite only, then. Problem solved
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Wayward Device

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Re: Dwarven Invaders - A social experiment based on Minecraft
« Reply #175 on: January 31, 2012, 03:33:08 pm »

Hmm, the way I see it we face two major threats: Lone opportunists and all out faction war. From what I can tell joining a faction to loot or grief their shit is one of the few banable offenses on the server, apart from hax and the like. There are at least ten of us, so we should definitely be able to deal with such a situation. This should cover the join/teleport/loot problem. That still leaves us with people coming in and taking our stuff/wrecking everything. Good security should cover that. Giant above ground trap filled decoy village sounds like a good plan. Leaving any of the secret doors open should be a hammerable offense.

The decoy village should also be of help in a faction war. If we lose, they take the village, we rearm from the real fort and counterattack. What could go wrong with that, right? Finally, the diamond vault could use a little more sprucing up. 

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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.

GreatJustice

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Re: Dwarven Invaders - A social experiment based on Minecraft
« Reply #176 on: January 31, 2012, 04:08:31 pm »

Lone raiders aren't a problem either way because you can't place/destroy/move/interact with buttons or open chests/doors unless you're either in the faction or an ally, though they could sell out our location to invaders.

On the other hand, faction wars, from what I can tell, are weird. They require, first and foremost, that your faction's land be less than its power. Each individual member gives between 10 and -10 power, and we have 10 members. You get power automatically just by being on the server and lose it by being inactive for 24 hours or by getting killed (-2). So for us to be faction conquer'd, seeing as how I have maybe 12 or so chunks claimed and we have 10 members, we'd have to really get crushed to end up with less than 12 power with so many members, and that's keeping in mind that enemies can't operate buttons in our territory and thus are unable to enter if we seal off our land. Inversely, this means conquest requires we find rivals to kill in their towns until they lose power and we can steal their land.

Whatever the case, I don't think we're in much danger. Our nearest neighbours are (A) quite a long way's away and (B) fairly weak looking. The nearest dangerous neighbour is all the way across the sea.
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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.

Professional Bridge Toll Collector?

Karakzon

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Re: Dwarven Invaders - A social experiment based on Minecraft
« Reply #177 on: January 31, 2012, 05:23:55 pm »

After an evening of looting everything not nailed down wile waiting for a mod to invite me, i raided some of the old ruins, and got to lvl 4.

40 glowdust im quite proud of getting, since the stone was in the ceiling. got a crap tone of saplings, 2 beds, 4 chests, around 8 ovens and the same workbenches. i also have 2 neatherack.

i got bored waiting x)
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I am Dyslexic. No its not going to change any time soon.
Bolts of Exsanguination THE terrifying glacier export, get yours today!

ank

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Re: Dwarven Invaders - A social experiment based on Minecraft
« Reply #178 on: January 31, 2012, 06:32:48 pm »

were are people getting that glowstone? i thought the nether was closed off?
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IamanElfCollaborator

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Re: Dwarven Invaders - A social experiment based on Minecraft
« Reply #179 on: January 31, 2012, 06:37:37 pm »

Mind if I join as a saboteur? If needed, I'll go into anyone's base ,sabotage,and leave it open for invasion.

Alternatively, may I join?
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