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Author Topic: Dwarven Invaders - Dead Roots Stirring  (Read 113276 times)

Akhier the Dragon hearted

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Re: Dwarven Invaders - We have moved to a tekkit server!
« Reply #840 on: March 20, 2012, 02:57:23 am »

   As Dragonshardz has already said, there is a plan and you will be ended if you try to work on it by yourself. Anyway, no they did not get into the bunker but they did manage to kill a few of us and I for one had nano except for chest and thats only because I had a full lappack. It was a single person or atleast there was only one when I was there and while he did not get into the bunker he did get into the area between the glass doors so as I mentioned I activated the suffocate the idiot plan(as in if they actually die of suffocation while in quantum then they are an idiot).

Edit: I just thought of something, whatever else we bring along with us into the next world I advise we bring many stacks of explosion resistant building materials. We can always find more stuff when we get there but unless we have a safe base of operations its not good so if we bring a ton of stuff so that we can start with a good bunker then it will be that much easier on us.
« Last Edit: March 20, 2012, 03:04:42 am by Akhier the Dragon hearted »
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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.

Ivefan

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Re: Dwarven Invaders - We have moved to a tekkit server!
« Reply #841 on: March 20, 2012, 03:53:25 am »

I advise we bring many stacks of explosion resistant building materials.
Just the advanced alloys. 1 alloy = 8 blocks so it saves space to bring other stuff... or more alloys.
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ank

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Re: Dwarven Invaders - We have moved to a tekkit server!
« Reply #842 on: March 20, 2012, 05:37:52 am »

But if that plan is to replace only part of the tower wall with reinforced stone it won't work.
 it has to be it all, or nothing.
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Ivefan

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Re: Dwarven Invaders - We have moved to a tekkit server!
« Reply #843 on: March 20, 2012, 06:02:21 am »

They may not place blocks to climb on, so unless they got quantum boots it will work
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ank

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Re: Dwarven Invaders - We have moved to a tekkit server!
« Reply #844 on: March 20, 2012, 06:43:16 am »

oh yeah, i'm pretty sure they ARE allowed to place blocks to climb up... just just can't make unrealistic dirt pillars.
i think scaffolding is ideal for this.

In the rules section there is no mention of placing blocks, the only thing that comes close is this:
"
7) Unrealistic physics. If you are going to scale a wall, make a bridge, or a floating island, you need to make it seem like there is a reason it works. 1x1 towers that are higher than 4 blocks high will not be tolerated, bridges need some sort of "support", and floating islands need to have some sort of "device" that makes it float. Things violating this rule are subject to removal. Naturally occurring landscape is obviously exempt from this rule
"
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Ivefan

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Re: Dwarven Invaders - We have moved to a tekkit server!
« Reply #845 on: March 20, 2012, 07:15:10 am »

I've heard that the only allowed blocks would be TNT, Levers or redstone torches.
Another time they said you're not allowed to place blocks as they alter the area. or something like that.

I guess its just a matter of opinion and rule interpretation differences between mods.
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ank

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Re: Dwarven Invaders - We have moved to a tekkit server!
« Reply #846 on: March 20, 2012, 08:06:40 am »

well, i that case the time when Lemon and i died, he can in by placing scaffolds, as he came in from above, and there is no way to climb our tower from the outside, so if it's illegal we were also griefed that time.
we need to clear this before we start building a maybe ineffective wall.

EDIT: ok just noticed that quantum boots lets you jump 9 blocks high, so our wall at least have to be 10 high. but it doesn't have to be solid reinforced stuff, it can be laid out in chess pattern. this will still prevent player entry.

EDIT2: ok, i asked on the forum:
http://www.terranovos.com/forum/m/3681249/viewthread/2565155-scaling-scaffold-allowed

and it seems that it IS ok to build to scale someones build, but it gotta look nice and "not interact"(whatever that is) with the build already there.

it seems it's not possible the build a wall that will keep people out, unless that wall is made of reinforced stone and has a roof.
« Last Edit: March 20, 2012, 10:46:39 am by ank »
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Wannazzaki

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Re: Dwarven Invaders - We have moved to a tekkit server!
« Reply #847 on: March 20, 2012, 09:35:21 am »

May i suggest that when the server rolls over we move further away from the spawn? On citycraft i found our embark at -3000. So it may be a good idea to go that far again, afterall it vastly decreases the chance of someone finding it, and plus we might find something really special, like a volcano/jungle. And jungles are just fantastic for hiding things under.
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Ivefan

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Re: Dwarven Invaders - We have moved to a tekkit server!
« Reply #848 on: March 20, 2012, 09:49:32 am »

Personally, I dont mind the place being found, As long as we build the necessary protections.
Motivates construction of defenses and getting them tested by raiders.
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Akhier the Dragon hearted

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Re: Dwarven Invaders - We have moved to a tekkit server!
« Reply #849 on: March 20, 2012, 10:11:21 am »

   I would just like to say that being hidden is no fun. We will probably be building big things because whats a dwarf without his megaproject and what fun is having big stuff if no one sees it. Also unless we build everything so far underground that someone on the surface can't see our names we will be found and once found everyone will know in short order so we might as well just go for the well secured way instead of the really far away strategy. Also there is mention that there will be quick travel devices to help with the early spreading out so unless we not only move far away from spawn but also far away from any quick travel point it won't matter and depending on how that works out it would just be a inconveniences for us.
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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.

Wayward Device

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Re: Dwarven Invaders - We have moved to a tekkit server!
« Reply #850 on: March 20, 2012, 10:30:11 am »

So, when we get the new map I guess the plan will be to scatter in all directions, find good embark spots and post them here? I'm up for trying to find a jungle volcano, possibly with nearby massive ravine. I miss our old too-the-bedrock moat (although I understand why it would be pointless overkill on this server). Plus, a jungle volcano is so close to my favorite types of df embark. That said, if someone finds a truly impressive mountain or a deep ravine exposed in the ocean I'd be up for something like that.

On a defense note for the new map, with quantum being banned TNT mines (and all the other fun traps you can make with TNT) will be useful again right? TNT can kill people in nano, full or otherwise? With all the wonderful mechanisms available from tekkit i've got a few basic designs for remote armed landmines, which  would also allow us to have a lever in our control room marked "magma landmines ON/OFF". I don't think I need to remind fans of df why that would be a good thing.

Which brings me to my final point. When the new map comes the fort we build will in all likelihood get pretty damn hug and impressive. I imagine that we will be building plenty of mechanisms, not just practical things like all the production machinery but things like mechanical elevators or iron shutter over the solar panels that open at dawn and close at sunset. In that same vein, a control room would be nice. Can you imagine it? Gleaming rows of buttons and levers set into consoles of rare metals and precious gems, the throb of the emergency lights and the shrill cries of the sirens. The relief when you reach the lever marked "Surface Magma Release: ALL". Those raiders will never see it coming.   
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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.

Akhier the Dragon hearted

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Re: Dwarven Invaders - We have moved to a tekkit server!
« Reply #851 on: March 20, 2012, 12:38:54 pm »

   I think our constructions should be put under 2 headings, Megaprojects, and support. The support is things like machines and energy production and thus should all be under heavy lock and key, Megaprojects of course can be anything you want and only as protected as you feel they need to be.
   Also on the embark site, I think we should not choose a site until we have at least 3 candidates to choose from. I would hate for us to choose an interesting volcano only to find one the next valley over that goes to max height and has a ravine running through it or something.
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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

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Re: Dwarven Invaders - We have moved to a tekkit server!
« Reply #852 on: March 20, 2012, 12:54:39 pm »

Yo.

I have a plan. Let me execute said plan.

First: Volg said that he will have a system in place to copy over builds from 1.1 to 1.2. So the more awesome we make this tower, the sooner we can get it ported into a desert (or wherever, but I like deserts) in the next map. In addition, he's setting it up so that there's three sections to the map; a no-PVP area, an area that's like the entire map is now, and a free-for-all area.

Second: I am only replacing the WALLS with reinforced stone to dissuade people from TNTing their way in. We are MOVING ALL THE FACTORIES underground into a bunker constructed of Reinforced Stone and Construction Foam Walls.

Seriously, the next map is going to be a lot more fun for us - we will have to empty out or chests, but we will EACH get a full double chest of space in which to carry things over. We will be able to /lwc one double chest each. We won't have to rebuild the tower - we'll be able to just have it pasted in where we choose with ALL of our machinery intact.

Third: Seriously, I have a plan for this tower. I wish I had a way beyond just building the damn thing to convey said plan to you guys. But really, trust me. I know what I'm doing.

Fourth: Next time I make a security door that works perfectly fine, don't fuck with it arrite?

Wannazzaki

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Re: Dwarven Invaders - We have moved to a tekkit server!
« Reply #853 on: March 20, 2012, 01:03:55 pm »

When it comes to the mechanisms of a fort you can't go ahead and just build something and say "OKAY IT'S NOT CHANGING". If anything it should be put a vote to change it, no one person is going to take over the fort and how it works, otherwise you may aswell go play by yourself. Group project, group decisions. If someone has a better door, better door takes over unless theres a unanimous decision not to.

speaking of which a door that closes behind you is a billion times better than one that someone needs to close behind you, from a bunker. If you want to go that way have no doors and dig your way out and brick it up behind you.

Incidentally would it be feasable to have power generated in bunkers under ground and piped in? Perhaps put some failsafes in of some kind?
« Last Edit: March 20, 2012, 01:11:35 pm by Wannazzaki »
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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!

dragonshardz

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Re: Dwarven Invaders - We have moved to a tekkit server!
« Reply #854 on: March 20, 2012, 02:11:49 pm »

The thing is that I had made the doorway so that it opened when you walked up to it and shut itself behind you, then ank said I fucked it up and changed it even more.
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