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Author Topic: Dwarven Invaders - Dead Roots Stirring  (Read 113102 times)

Wannazzaki

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Re: Dwarven Invaders - A social experiment based on Minecraft
« Reply #315 on: February 07, 2012, 01:46:48 pm »

Well in that case i suggest we make another faction and ally it with ours. Dorfs can work on the new embark i chose and the old group can i suppose salvage the old one, but for the most part people know where it is and the Autism Legion will sit and wait outside until we leave and snipe with bows.

I am not going to glub and cling to an old embark and have to continually watch my ass and watch everyone elses ass. I spent countless hours telling people to be careful with what they dug and then? Rail tracks in exposed tunnels right to the base. It isn't on.
« Last Edit: February 07, 2012, 01:50:18 pm by Wannazzaki »
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qwertyuiopas

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Re: Dwarven Invaders - A social experiment based on Minecraft
« Reply #316 on: February 07, 2012, 02:30:11 pm »

Secrecy and a layout designed for security from the start: Two things the old embark lack right now.

To survive, you would have to seal off all entrances (very hard, due to the way it was built), and ensure that anyone who goes out mining closes all doors behind themselves. The way the stairs and such were set up, it's impossible to set up doors to isolate sections, so a single breach literally makes the whole base potentially hostile.

Furthermore, are you sure that all of the enemies actually left? What if a few of them logged off in the ruins, hoping to catch people trying to rebuild?
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ank

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Re: Dwarven Invaders - A social experiment based on Minecraft
« Reply #317 on: February 07, 2012, 03:06:20 pm »

really, the reason they could steal our stuff, was that they killed the people that were on so many times that we lost enough power.
this can be remedied by putting our spawn in a panic room. this could easily be build in our old fort. really the main fort dont need to be that secure, only the stockpiles and spawn room needs to be completely secure.

who creates the new group, the new embark people, or the stay at home people?

the way the fort was set up, it was airtight as long as people didn't let the doors stand open.

furthermore, i feel that if we are going to set up a new fort, we need to scout for a better server, with less lag.
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GreatJustice

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Re: Dwarven Invaders - A social experiment based on Minecraft
« Reply #318 on: February 07, 2012, 03:10:48 pm »

really, the reason they could steal our stuff, was that they killed the people that were on so many times that we lost enough power.
this can be remedied by putting our spawn in a panic room. this could easily be build in our old fort. really the main fort dont need to be that secure, only the stockpiles and spawn room needs to be completely secure.

who creates the new group, the new embark people, or the stay at home people?

the way the fort was set up, it was airtight as long as people didn't let the doors stand open.

furthermore, i feel that if we are going to set up a new fort, we need to scout for a better server, with less lag.

You can make a new faction for the "old" fort, I'll ally it and we can update/help each other if needed.

But frankly, with the idiots currently around, they'll just surround the old fort and wait until they get a chance to get in. It would have to have literally no entrances or exits, and you'd have to constantly wall off all possibly entries. More of a hassle than simply trying the new base (Which is farther from spawn and has some abandoned factions with loot in them, indicating that very few people ever pass through).
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Vattic

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Re: Dwarven Invaders - A social experiment based on Minecraft
« Reply #319 on: February 07, 2012, 03:24:56 pm »

Logging out during combat gets you a 30 minute ban according to the rules, deliberately not logging in because people are camping your spawn is fine, though. If you are going to be waiting for them to leave for a while then breaking this rule seems worthwhile.

When we build, we should probably save up and buy obsidian blocks so we can layer our fortress walls in it and prove a major hinderance to anyone digging in.
It only takes 10 seconds per block now if you use a diamond pick.

Furthermore, are you sure that all of the enemies actually left? What if a few of them logged off in the ruins, hoping to catch people trying to rebuild?
The other concern is that some of the invaders have donated and set one of their warp points inside the fort. They'd just have to wait until it was worth raiding again.

I'm really torn about whether to stay or leave. I quite like the fort and it's organic feel has it's charm. There is room for improvement but that's not my main concern: We've been found.

If we do start a new fort it might be good if someone design the skeleton for it that is easily expandable.
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ank

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Re: Dwarven Invaders - A social experiment based on Minecraft
« Reply #320 on: February 07, 2012, 03:45:52 pm »

i can see the point about them knowing our fort location.
i have not seen them camping our fort though.

if i was getting spawnkilled i would eat the 30 min ban.

my real concern is that if we move to a new fort, and gets invaded again, we will have to move once more!
and really, the situation is avoidable, with a secure spawn room.
i can see the problem with the warps, i am not sure if you can set a warp inside a claimed area though.
AND you don't have to donate to get warp, you just have to have had 10 post, 10 day and 10 votes.

This is the first action we've seen, and instantly we turn our tail and run?
we don't even know what faction attacked us!
tell ya what, we make a new faction, and if you guys are right, we get griefed over and over, we'll come join you guys. if we dont and stay secure for a good time, you come home, ok?
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qwertyuiopas

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Re: Dwarven Invaders - A social experiment based on Minecraft
« Reply #321 on: February 07, 2012, 03:49:46 pm »

That's rather simple, how about a MSPaint tilable blueprint?

Spoiler (click to show/hide)

This design would be both infinitely repeatable, and have self-closing security checkpoints periodically, so that if one section is compromised, the rest of the fort remains safe. Each of the squares has 16x16 space to put something in. If this pattern was used, it would probably be best if it was only used for some part of the fort, perhaps the workshops/workshop stockpiles area.

I could fit a spiral staircase, with security barriers (same two wooden doors on either side of a pressure plate) into a column of 16x16 rooms, if the z-repeat was every 8 blocks.
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GreatJustice

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Re: Dwarven Invaders - A social experiment based on Minecraft
« Reply #322 on: February 07, 2012, 04:14:51 pm »

i can see the point about them knowing our fort location.
i have not seen them camping our fort though.

if i was getting spawnkilled i would eat the 30 min ban.

my real concern is that if we move to a new fort, and gets invaded again, we will have to move once more!
and really, the situation is avoidable, with a secure spawn room.
i can see the problem with the warps, i am not sure if you can set a warp inside a claimed area though.
AND you don't have to donate to get warp, you just have to have had 10 post, 10 day and 10 votes.

This is the first action we've seen, and instantly we turn our tail and run?
we don't even know what faction attacked us!
tell ya what, we make a new faction, and if you guys are right, we get griefed over and over, we'll come join you guys. if we dont and stay secure for a good time, you come home, ok?

Okay
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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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dragonshardz

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Re: Dwarven Invaders - A social experiment based on Minecraft
« Reply #323 on: February 07, 2012, 04:51:35 pm »

Someone invite me to the damn faction.

lemon10

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Re: Dwarven Invaders - A social experiment based on Minecraft
« Reply #324 on: February 07, 2012, 05:09:21 pm »

Me too.  >:(
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Wannazzaki

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Re: Dwarven Invaders - A social experiment based on Minecraft
« Reply #325 on: February 07, 2012, 06:38:58 pm »

I can log on, just ask for Wannazzaki when youre about. or PM me/message me on steam when youre ready. Same name, i should be in the group (Dwarven invaders)
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optimumtact

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Re: Dwarven Invaders - A social experiment based on Minecraft
« Reply #326 on: February 07, 2012, 10:20:24 pm »

I can't send you a message on steam for some reason, I'm in game now as optimumtact

if anyone else is on that is.

I purchased 4 iron picks and 4 iron axes with the money I got from voting, do we have any concrete plans about the fortress layout?
Oh and what times are you guys most active?
« Last Edit: February 07, 2012, 11:35:26 pm by optimumtact »
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Wannazzaki

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Re: Dwarven Invaders - A social experiment based on Minecraft
« Reply #327 on: February 07, 2012, 11:05:58 pm »

I will send an invite. You should be able to /f join Dorves without me on.
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ank

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Re: Dwarven Invaders - A social experiment based on Minecraft
« Reply #328 on: February 08, 2012, 05:46:36 am »

we now have 2 factions up and running.
the old one, that moved to a new fort is called Dorves. i recommend this if you wonna live in a hole in the ground. (might change in the future  :))
the new one living in the old fort is called Dorfs. i recommend this if you wonna live in our awesome, but raided fort.

from now on please let us know which fort you would like to join!
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Wannazzaki

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Re: Dwarven Invaders - A social experiment based on Minecraft
« Reply #329 on: February 08, 2012, 06:27:15 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!
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