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Author Topic: Dwarven Invaders - Dead Roots Stirring  (Read 113090 times)

FloorBelow

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Re: Dwarven Invaders - A social experiment based on Minecraft
« Reply #330 on: February 08, 2012, 06:46:11 am »

Uh huh. And you forgo our lagoon, our secluded island, our surroundings of 5 large mountains, an abundance of diamond, magma for what? Lost glories and griefers?

Glory be to the new fort i cannot remember the name of!
For the massive cave network. For the epic dining hall. For all the engravings. The rooms. The farms. The resources.

But a mainly because a true dorf knows not the meaning of the word 'surrender.' A true dorf cares not for sieges, or floods, or tantrum spirals. We will stay, for the fort is our fort, and it will not fall into the hands of greedy savages.

LONG LIVE TALLOWLASHED! LONG LIVE THE MOUNTAINHOME!

Well, that and the fact that I can't be bothered building everything all over again.
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ank

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Re: Dwarven Invaders - A social experiment based on Minecraft
« Reply #331 on: February 08, 2012, 07:22:53 am »

actually let me refrase it in a non-rude non sarcastic way:

Join the old fort if you wonna live in an already epic fort.

join the new fort, if you'd like to.... welll... make a new fort. could be that many of the new players would rather join a fresh fort.

when we get warp set up, we could just merge the forts anyway, and warp between them as needed.
in that case we could sue the new fort to store stuff.
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Karakzon

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Re: Dwarven Invaders - A social experiment based on Minecraft
« Reply #332 on: February 08, 2012, 09:00:40 am »

What ever you do, just join up.

Eather way, the dwarves will be allies, for we are one people even if we are two factions :)

as for the old fort: you need to rip up the train station and block up all the holes, redesign the stairwell etc etc to make it valid again. otherwise folks will just walk in. And dont any of you dare rip up my toilet rooms xP
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ank

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Re: Dwarven Invaders - A social experiment based on Minecraft
« Reply #333 on: February 08, 2012, 09:30:15 am »

Karak, you with the old fort?
don't you dare rip up the train tracks! we just need to cover it properly, and with panic room, it wont be a problem
the problem isn't them getting in, the problem is them getting into our spawn!
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Karakzon

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Re: Dwarven Invaders - A social experiment based on Minecraft
« Reply #334 on: February 08, 2012, 09:32:41 am »

no, the main problem is them getting in, and the tunnels the train tracks wander through are vast basterds that would be hard to account for. this is my suggestion on how to solve problems now. but what ever. im with the new fort, trying to clear out a cavern system of all the coal and iron their so we can seal it off. Digging stuff out of the ceiling takes a wile so you dont go splat -.-

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ank

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Re: Dwarven Invaders - A social experiment based on Minecraft
« Reply #335 on: February 08, 2012, 09:36:25 am »

the bane of the old forts was wooden doors, and iron doors with pressure plates, that can be triggered by enemies. we will replace all doors with proper iron doors with buttons, that will keep them out!.
and we jsut gotta seperate the train system from the fort via doors.
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qwertyuiopas

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Re: Dwarven Invaders - A social experiment based on Minecraft
« Reply #336 on: February 08, 2012, 02:43:02 pm »

Well, this is a problem...

I've been looking at their forums, and apparently other factions can open chests and wooden doors inside our claimed land as long as at least one person is online at the time.
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ank

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Re: Dwarven Invaders - A social experiment based on Minecraft
« Reply #337 on: February 08, 2012, 03:01:04 pm »

yes, some people are saying that, other people are saying the opposit.
why don't we have a little exsperimental war? create a new faction, make it at war with the dorves, and try to see if you can get in.
actually, why didn't we think of this before?
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GreatJustice

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Re: Dwarven Invaders - A social experiment based on Minecraft
« Reply #338 on: February 08, 2012, 03:56:04 pm »

I saw a fellow called Avexian in full diamond armor strolling around our base

I'm locking up the topside area

EDIT: Yeah, he's a raider.

Fortunately, I locked off the aboveground part of our base and one of the caverns which you guys didn't finish walling off. He's doubtless telling his friends about our base right now.

This is why we shouldn't build blatant aboveground areas without proper walls, defences, etc.
« Last Edit: February 08, 2012, 04:00:36 pm by GreatJustice »
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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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Karakzon

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Re: Dwarven Invaders - A social experiment based on Minecraft
« Reply #339 on: February 08, 2012, 04:24:51 pm »

new fort or old?

probably the new one. eather way, i just hope we dont have to move the stockpiles again. getting ahold of 130 iron takes a damn wile.
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GreatJustice

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Re: Dwarven Invaders - A social experiment based on Minecraft
« Reply #340 on: February 08, 2012, 04:29:24 pm »

New. I'm off so he can't open boxes. I'll go on for a couple seconds to check if he's still on (I'm safe underground so he can't do anything).

This isn't a DISASTER, really. If worst comes to worst, we abandon a mostly incomplete base with all of our supplies using the method we used to get supplies from the temporary base to our current one. We have more than enough materials.

However, if we did that, we'd have to make sure we absolutely controlled the growth of the fort; no pointless junk and supplies topside, no needlessly wide tunnels, and anything aboveground walled off and with no way in.
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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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Roboboy33

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Re: Dwarven Invaders - A social experiment based on Minecraft
« Reply #341 on: February 08, 2012, 04:42:25 pm »

I hope we dont get raided again, I found a total of 25 diamonds here.
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GreatJustice

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Re: Dwarven Invaders - A social experiment based on Minecraft
« Reply #342 on: February 08, 2012, 04:47:53 pm »

Its not that big of a deal yet. The guy I saw looked a bit thick, never got underground (possibly never even saw the entrance), took ages to get the idea to rush me, and was totally on his own. Our base is very far off so big raids are impractical without returns (and I brought our valuables underground, so they won't have returns).

We need to seal things off better, and we definitely need another hidden vault like we had earlier. Besides that, this shouldn't be too bad.
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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 #343 on: February 08, 2012, 04:58:29 pm »

in eather case ive put iron doors with buttons up. if their in our territoy and arnt able to flip switches, their buggerd. The route to the caverns is coverd and ive put hatches on some of the ladder ways. Its a bit cramped but well improve it in future. This is just temporery temporary  untill we get our  defenses sorted out and what were thinking of doing with our above ground hole.
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I am Dyslexic. No its not going to change any time soon.
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qwertyuiopas

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Re: Dwarven Invaders - A social experiment based on Minecraft
« Reply #344 on: February 08, 2012, 05:07:46 pm »

Problem is, if anyone is online, I believe that the only thing that they may be restricted from is actually breaking blocks. Unless someone can confirm, from a reliable source, that something else is guaranteed to be faction-only at all times.

Plus, if they did make it in, they could set a warp (maybe) or a personal home if they have tier 2/3 (certainly) inside of the area, so they could warp in despite any walling off, to any area that wasn't completely sealed off before. If a treasure room is set up, make sure that it's in previously unexcavated terrain, and the only way in involves breaking blocks. Leaving one block wide holes isn't good enough either, as ender pearls would likely allow teleportation through such a gap. Actual blocks, not magma, as someone with a lot of potions/armor could probably get through anyway.
« Last Edit: February 08, 2012, 05:21:03 pm by qwertyuiopas »
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