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Author Topic: Dwarven Invaders - Dead Roots Stirring  (Read 113092 times)

Wayward Device

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Re: Dwarven Invaders - A social experiment based on Minecraft
« Reply #285 on: February 06, 2012, 05:38:43 pm »

I agree with all of that. Just before the shit really hit the fan, I went about 4000 blocks north to see if there would be anywhere suitable if it should come to it. After about 3000 blocks of ocean and little islands I came to a large continent. There were a few built up areas but it was more or less untouched for about a thousand blocks in every direction, then ended in another ocean. There are people there, but I couldn't say how many or how powerful. Another alternative would to build an underwater fort, much harder to find.

EDIT: Also, next time we should take more screenshots of the awesome stuff we build. Plus, one we a reestablish we can always send an expedition to examine the ruins of the fort, which furthers our goal of using minecraft to play DF
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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.

Karakzon

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Re: Dwarven Invaders - A social experiment based on Minecraft
« Reply #286 on: February 06, 2012, 05:45:15 pm »

indeed. if we can get ahold of the stash of precious loot then all glory to armok etc etc.


I suggest we dig that dry moat at the new location. With just 1 entrance. Hiding didnt work, and people WILL sprag out in minning tunnels so, we dig down and fortify it all out. something around 100 blocks x 100 blocks inside the moat area should suffice for our needs. After we get self sufficient in food again and tree farm etc.

From their we can just have people walk out into the minning areas away from the fortress and thus not a liability like this one.

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GreatJustice

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Re: Dwarven Invaders - A social experiment based on Minecraft
« Reply #287 on: February 06, 2012, 05:51:47 pm »

Hiding would have worked, but some dumbass connected our mining tunnels to that old looted place with the gate and the bridge. The raiders strolled right on in on the shafts, assumed it was our front door, and walked right up the stairs to our base. After that we were kinda boned.

Also, a deep pit might not be enough, since they  can just declaim stuff from us if they want to. We just need a hidden area that doesn't sprawl out and extend so far like the original.

----

Finally, we need someone who didn't die in the raid and who is currently located at the old fort. You have to set a new /f home and I can give you admin if you need it. We will pick up everything we can from there and evacuate.
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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 #288 on: February 06, 2012, 05:55:41 pm »

Hiding would have worked, but some dumbass connected our mining tunnels to that old looted place with the gate and the bridge. The raiders strolled right on in on the shafts, assumed it was our front door, and walked right up the stairs to our base. After that we were kinda boned.

Also, a deep pit might not be enough, since they  can just declaim stuff from us if they want to. We just need a hidden area that doesn't sprawl out and extend so far like the original.

----

Finally, we need someone who didn't die in the raid and who is currently located at the old fort. You have to set a new /f home and I can give you admin if you need it. We will pick up everything we can from there and evacuate.


They can only declaim if our powers low enought, if we move, well just give up all our claimed land anyways. Change the faction etc.  start again. after that, even if they do kill some of us, if we ahve the deep pit, we wont end up having many visitors. pluss we can always make our walls out of sand and lava. -sand walls with lava on top, they dig into it the lava pours over the rop and kills them/blocks further digging, also shows us were being attacked-

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Bolts of Exsanguination THE terrifying glacier export, get yours today!

Wannazzaki

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Re: Dwarven Invaders - A social experiment based on Minecraft
« Reply #289 on: February 06, 2012, 06:26:01 pm »

Kochiya is moving to another location, the fort is lost. Right, no more extensive spaz mining. We start building at bedrock and build upwards, not out. I also have plans for dropping intruders into the void if they should find the way in. I'm fleshing the idea out but basically a dummy path that requires a base side lever pull to make safe. we also have only One Way In. Caverns are to be avoided once mined out and resealed.
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Wayward Device

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Re: Dwarven Invaders - A social experiment based on Minecraft
« Reply #290 on: February 06, 2012, 06:30:07 pm »

And perhaps an airlock on our one way in, so we can send out scouts/soldiers without risk.
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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.

Wannazzaki

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Re: Dwarven Invaders - A social experiment based on Minecraft
« Reply #291 on: February 06, 2012, 06:32:04 pm »

If we get a tree farm and such up quickly we wont really need to surface much.
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GreatJustice

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Re: Dwarven Invaders - A social experiment based on Minecraft
« Reply #292 on: February 06, 2012, 06:41:06 pm »

Hey guys, while our main fort was lost, I don't think we'll have any trouble on the second.

I stumbled upon a cache of godly proportions loaded with enchanted equipment, valuables, etc.

This new base will be a "deepfort", or built at bedrock up with the top levels sealed off for growth.

We will NOT spread across the land like cancer, at least not until our main base is absolutely secure and our power is guaranteed safe.

It should be easier to fight raiders with all the enchanted equipment though, and there are nearby "abandoned" factions with pristine armories for looting once we start our growth.
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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?

dragonshardz

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Re: Dwarven Invaders - A social experiment based on Minecraft
« Reply #293 on: February 06, 2012, 07:29:57 pm »

What's the server address?

lemon10

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Re: Dwarven Invaders - A social experiment based on Minecraft
« Reply #294 on: February 06, 2012, 08:20:58 pm »

Hey, could I get a invite to the faction?
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And with a mighty leap, the evil Conservative flies through the window, escaping our heroes once again!
Because the solution to not being able to control your dakka is MOAR DAKKA.

That's it. We've finally crossed over and become the nation of Da Orky Boyz.

Wayward Device

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Re: Dwarven Invaders - A social experiment based on Minecraft
« Reply #295 on: February 06, 2012, 08:44:35 pm »

Ok, so me an Wannazzaki went on a recon run to the south. Our temp base is at about -x1500. Heading south about 250 blocks, you will find a large continent. I've looked around, as has wanna ( I think he found a single person). I found one faction, "Gloom", which looks to just be someones modest house and way of TPing home. Couldn't claim it. About 250 blocks inland, at -x2000, there's an abandoned farm and homestead with a 3x4 checkered flag. Apart from that the whole place is empty, grass and animals everywhere and not a sign of building. This all goes south for a total of about 1250 blocks, ending in another ocean at about -x2750. On my journey I found huge mountains which slowly turned to rolling plains. I haven't been side to side yet, but I imagine it will be much the same. Looks like a good place to find a new embark for the Deep fort. I the interim, we should decide a new fort name now that Tallowlashed has crumbled unto nothing (i don't have to tell you how much it would shame the beards of our ancestors to embark without a fortress name). I'll put forward "Deepgate". The Epic Mechanisms will rise again!
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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.

qwertyuiopas

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Re: Dwarven Invaders - A social experiment based on Minecraft
« Reply #296 on: February 06, 2012, 09:26:42 pm »

I set up a door concept, where the "switch" to open it is the act of breaking a block of cobblestone. Since enemies can't break blocks, that makes this switch safe to put outside, as long as nobody leaves the door open.

If there is no external door, then this could at least be used as part of the only way to access high-security areas (Imagine a central vault of double-walled obsidian, where such a mechanism forms part of the open sequence), as it ensures that an enemy cannot pass, even if they could somehow make it to the door in the first place.

Part of the design includes regenerating the cobblestone automatically, making it re-usable within a second or two.
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Wannazzaki

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Re: Dwarven Invaders - A social experiment based on Minecraft
« Reply #297 on: February 06, 2012, 09:52:05 pm »

Great Justice: Retrieve everything you can from the old forts chests when you log in/spawn then /f home to the new base. its about 5000 blocks away from spawn, thats 5 continents, 4 oceans and its surrounded by high hills with a lagoon and shelter from view from the shoreline.

« Last Edit: February 07, 2012, 01:42:36 pm by Wannazzaki »
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lemon10

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Re: Dwarven Invaders - A social experiment based on Minecraft
« Reply #298 on: February 06, 2012, 10:26:21 pm »

I don't know how much other people from citycraft (that aren't in the faction) use the thread, but it might be smart not to put the coordinates in, because all it takes is a single person to look at it once and then they know would know where the base is.
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And with a mighty leap, the evil Conservative flies through the window, escaping our heroes once again!
Because the solution to not being able to control your dakka is MOAR DAKKA.

That's it. We've finally crossed over and become the nation of Da Orky Boyz.

FloorBelow

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Re: Dwarven Invaders - A social experiment based on Minecraft
« Reply #299 on: February 06, 2012, 10:32:16 pm »

For the new fort I recommend an 'Operation Fuck the World' lever that releases magma into the Entry Chamber (and indeed, most of the upper fort.) That way when the fort is attacked we will be able to kill/seal in most of the invaders.
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