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Author Topic: Dwarven Invaders - Dead Roots Stirring  (Read 113075 times)

ank

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Re: Dwarven Invaders - A social experiment based on Minecraft
« Reply #240 on: February 04, 2012, 11:31:51 am »

i think the floating island should be a gun battery!
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Wayward Device

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Re: Dwarven Invaders - A social experiment based on Minecraft
« Reply #241 on: February 04, 2012, 11:58:03 am »

I third the motion.
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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.
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Karakzon

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Re: Dwarven Invaders - A social experiment based on Minecraft
« Reply #242 on: February 04, 2012, 01:07:31 pm »

fun times. I may need a volunteer redstone mechanic to help me set up the fortress loo's flushing systems note.
For cleaning you can go to the hotspring at the base of the stairs down into the mines -usefull for those long shifts at the coalface-
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Roboboy33

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Re: Dwarven Invaders - A social experiment based on Minecraft
« Reply #243 on: February 04, 2012, 01:59:54 pm »

We can buy glowstone from the spawn shop.
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ank

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Re: Dwarven Invaders - A social experiment based on Minecraft
« Reply #244 on: February 04, 2012, 02:44:34 pm »

Robo is talking about going on a raid tonight.
 who is ready?
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GreatJustice

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Re: Dwarven Invaders - A social experiment based on Minecraft
« Reply #245 on: February 04, 2012, 03:56:00 pm »

Apologies for being away for a while, I was a bit busy.

A raid would be good, but the nearest factions are all apparently composed of maybe 3 inactive people each. If my (very long and arduous) voyage is of any indication, the nearest faction with actual people in it is maybe 30 minutes south if we all have multiple boats. I tried to set up a nether portal to allow us to make more efficient raids, but NPs are disabled and /sethome is too.

So we'll have to be very much prepared when we go, since going back home immediately won't be an option. Thus, we'll only have the weapons/armor/etc we bring with us. We also need a proper target, so someone should scout and find the coords of an active faction to crush.

A cannon emplacement on the floating island would be great, but exploding TNT is disabled (as I discovered annoyingly not too long ago).

Besides that, would anyone object if I mined out a second set of stairs down to make my own room and then maybe a quarry? I probably wouldn't get it done in one go, but quarries are useful in my experience (our present mineshafts are very long and unwieldy IMO).
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Wannazzaki

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Re: Dwarven Invaders - A social experiment based on Minecraft
« Reply #246 on: February 04, 2012, 04:27:44 pm »

Right lads we have a minor issue, we made a raid and made the enemity of a clan (Not me personally, havent been around for a day) however we have various ways in that are not airtight, moreover some lunatic connected the lighthouse to a cavern to the fort with railway tracks, who the hell connects a decoy to a main fort? Either way in future can we not make things that could be declaimable connected to the fort, or leave open gaps so dipshits can get in and begin killing us, reducing us so they can begin declaiming? the easiest way to go about this is to in no way what so ever give away our position. No lurking near the fort above ground and making sure that there are no direct routes laid out by say, tracks from external mines (torches are fine, try navigating with torches and everyone gets confused quickly).

That is all, Captain of the Guard, Wannazzaki.
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IamanElfCollaborator

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Re: Dwarven Invaders - A social experiment based on Minecraft
« Reply #247 on: February 04, 2012, 06:51:47 pm »

I'll be on in a bit. I just need to do something...

Jimmitheking

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Re: Dwarven Invaders - A social experiment based on Minecraft
« Reply #248 on: February 04, 2012, 07:48:22 pm »

can i join?
ign Jimmithesith
What servers are you guys on?
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ank

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Re: Dwarven Invaders - A social experiment based on Minecraft
« Reply #249 on: February 04, 2012, 08:25:42 pm »

Dont worry about the other faction.
They are weak, they dont know where we are, and i have made the base airtight.

don't worry, there is NO way to hurt us, short of TNT, which is disabled...
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Vattic

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Re: Dwarven Invaders - A social experiment based on Minecraft
« Reply #250 on: February 04, 2012, 08:47:06 pm »

Enjoying this so far. I haven't done any PVP yet because I can't find any diamonds. I keep finding mines that look like they were carved by someone using x-ray. One I found had patches of bedrock in the floor, was about 1000 squares long, and had random offshoots to where small patches of what I assume to be diamond was found. It lead to those islands a way from us with a destroyed village and "MOLE" in giant letters. Large areas seem to be completely cleared out.
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A Spoony Bard

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Re: Dwarven Invaders - A social experiment based on Minecraft
« Reply #251 on: February 04, 2012, 10:25:10 pm »

Well, the monster spawner/killer is finished, including an area to deliver the finishing blow to the monsters for experience. The only problem is that due to small amounts of space, I was not able to make many spawning areas, so monsters spawning is fairly uncommon....

On the bright side, I have an idea for "cage traps" that would effectively force the victim to either /f home or /spawn. Not only this, but it isn't very resource intensive, besides the fact that 4 sticky pistons (Or less, depending on it's postion....) are required for 1 trap...
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alfie275

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Re: Dwarven Invaders - A social experiment based on Minecraft
« Reply #252 on: February 04, 2012, 11:26:20 pm »

Can I get an invite? Name is alfie275
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Jemeni

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Re: Dwarven Invaders - A social experiment based on Minecraft
« Reply #253 on: February 04, 2012, 11:40:22 pm »

Whats the plan guys?
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darklord92

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Re: Dwarven Invaders - A social experiment based on Minecraft
« Reply #254 on: February 05, 2012, 12:36:05 am »

just to confirm were invading hitman.minecraftconnect.net   and the faction is dwarfs?   ( my MC name is Lorane )
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