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Author Topic: Dwarven Invaders - Dead Roots Stirring  (Read 113124 times)

Wannazzaki

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Re: Dwarven Invaders - A social experiment based on Minecraft
« Reply #420 on: February 14, 2012, 12:18:33 pm »

IP: servers.citycraft.co.uk:1338

Log on and stab me on steam to invite you.

10 diamond cluster in the moat. Shazzam

Wannazzaki, i'm in dwarven invaders group, please read SOME backpages in future.

Ask me, Wayward Device, Great Justice etc for instructions once you are on. Preferably through steam as i'm not on MC atm
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lemon10

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Re: Dwarven Invaders - A social experiment based on Minecraft
« Reply #421 on: February 14, 2012, 01:37:39 pm »

Heh, I noticed that the fortress has got quite a bit of redstone stocked up, so I decided to see if there was anything we could do with it. I've been playing with the idea of traps for a while, so I decided to try and make a few of my own. http://www.youtube.com/watch?v=RELtaWZAvH4
The bastard punisher looks pretty neat, as well as looking like the only trap that really looks like it would fool someone.
One or two of those would be fairly nice (as long as people on our side knew what they were.
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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.

GreatJustice

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Re: Dwarven Invaders - A social experiment based on Minecraft
« Reply #422 on: February 14, 2012, 04:05:50 pm »

Frankly, we have lots of redstone so devices are great, but we don't have a source of slimes and sticky pistons are expensive, so we ought to be somewhat conservative. A basic airlock design would somewhat resemble:

XXXXX
YXXXY
YXXXY
XXXXX

X being the "airlock material" (Stone or what have you), Y being the "lifting area". In a perfect world it would be timed so that the one entry closes exactly as the other opens, but I'm afraid my redstone skills are merely at a novice level, so it would be far simpler to make a design with two switches for each door and a "failsafe" that automatically closes both after a given period of time (this could be done using a mixture of the "Self closing door" trick and the "cobble-break door opener).

Besides that, the current entry to our "treasure room" is rather conspicuous. Of course, if an enemy actually breaks through our defenses at this point they'd have to be incredibly dedicated, but then we don't want to leave anything to chance (and we might, MIGHT be willing/able to recover from minor griefing and robbery of non-valuables, but it'll be over if they stroll in and punk our diamond/iron stash after all the mining we did for it). I hope we can replace it with something similar to our original treasure room's mechanism; a "dummy room" with fairly worthless stuff in it (originally it was in a "misc liquid storage area"), but a switch well hidden (under water/magma) that opens a secret room that disguises into the dummy room.

So far as traps go, they're probably the only practical use for our gunpowder, since TNT only inflicts player damage on the server. Simple land mines (pressure plate + block + TNT) would be very effective against raiders barring silly Dorfs stomping on them, and we could scare them away with psychological warfare if we placed lots of pressure plates around our entrance (in claimed land so they couldn't just mine out everything). Besides that, "fake houses" outside our base could be superb honeypots for dumbasses with expensive equipment; place a reasonably nice looking house a fair distance from base (outside of our land), give it pressure plate activated doors, put valuables inside (a gold or iron block, since Notch knows we have more than enough), then cleverly deploy about 9 mines (in a 3x3x1 pattern) directly under the door-opener. Your average raider is pretty stupid (on the first raid, I trapped one dumbass inside a Dorf's room and flooded the room with lava when he had several chances to get out), and we could gather valuables from their corpses.
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dragonshardz

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Re: Dwarven Invaders - A social experiment based on Minecraft
« Reply #423 on: February 14, 2012, 04:52:33 pm »

I have a design for a self-closing piston door.

It's very versatile.

Karakzon

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Re: Dwarven Invaders - A social experiment based on Minecraft
« Reply #424 on: February 14, 2012, 05:10:09 pm »

when we do get round to trapping our surroundings, well want simple traps and general barriers to make moving about out their hell for even the most prepared. well also need to make a mine sometime maybe on the mountains by our base, just so that we have a steady supply of materials when we do go out, wich is basicaly a stronghouse/storeroom that can hold its own for a short period of time from attackers from any entrance, be a good place to put test traps as well -hidden like the first fort in style-

since were fairly far away from other players we should try make some fake cave traps etc as well. just to kill the unwary, and i mean simple things that we can leave in unclaimed territory.
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The Merchant Of Menace

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Re: Dwarven Invaders - A social experiment based on Minecraft
« Reply #425 on: February 14, 2012, 05:21:42 pm »

Can people mine blocks in your territory? Because there's some very simple traps if not.
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Wannazzaki

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Re: Dwarven Invaders - A social experiment based on Minecraft
« Reply #426 on: February 14, 2012, 05:27:59 pm »

Can people mine blocks in your territory? Because there's some very simple traps if not.

They cannot, no.
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The Merchant Of Menace

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Re: Dwarven Invaders - A social experiment based on Minecraft
« Reply #427 on: February 14, 2012, 05:59:33 pm »

Rediculously simple one for hallways then:
FPF
FFF
SSS
S-S
FFF
PFP
S is space
F is a block
P is piston

Person steps on the plate, floor on either side pops up and the roof drops down on them, they suffocate to death and a nation member can go grab their loot, members of the faction can just mine their way out.

I haven't included the wiring in there, but it's pretty simple to set up.
« Last Edit: February 14, 2012, 06:01:09 pm by The Merchant Of Menace »
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mcclay

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Re: Dwarven Invaders - A social experiment based on Minecraft
« Reply #428 on: February 14, 2012, 08:14:06 pm »

How high up do I make the sand wall?
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Wannazzaki

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Re: Dwarven Invaders - A social experiment based on Minecraft
« Reply #429 on: February 14, 2012, 09:03:48 pm »

How high up do I make the sand wall?

As high as the fort walls i should imagine.
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mcclay

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Re: Dwarven Invaders - A social experiment based on Minecraft
« Reply #430 on: February 14, 2012, 09:40:46 pm »

So as high as the towers then?
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lemon10

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Re: Dwarven Invaders - A social experiment based on Minecraft
« Reply #431 on: February 14, 2012, 10:36:23 pm »

Make the outer wall as high as the inner walls.
The inner walls are already high enough.
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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.

ank

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Re: Dwarven Invaders - A social experiment based on Minecraft
« Reply #432 on: February 15, 2012, 06:53:26 am »

So... after blowinbg off some steam, i have decided to stop being mad about moving our fortress.

as soon as i get back from vacation, i'll rip out all of the train tracks, then hope you guys aren't too mad at me, and invite me back.

which reminds me, could somebody please pre-invite me back, i'm pops111 ingame.

i've been thinking about the airlock, why dont we make the door vertical? that way there is no way to run in, when we open it, coz you can't jump up 5 blocks.

also, we need double security, make our /f home inside a panic room, with another airlock.
the failing of the last fort was two-fold:
1: they got into the fort
2: our f home was in the main hall, so they could spawnkill us.

when i return i should be trusted, which means i can set up a warp in the old fort, so we can go back and remenice about the old fort.

also, we should have more than 1 vault, to lessen the chances of invaders finding them all.

oh, and by the way, the guys that invaded us is called The Edge.... i believe some payback is due!

also, is there space enough for a train system inside the new fort? this time properly closed with double doors.

last but not least: we really need to test what an enemy faction can do on our land. that means somebody leaving the faction, making a new one and declaring war, then trying to get in. we also need a test facility outside, with every manner of mechanism we can think of: wooden doors, iron doors, buttons, trying to mine blocks, chests, minecarts and so fourth.
we need to do this quickly, before we finish our defences, so we know if they will be effective.

the reason for this, is that it seems nobody on the server actually knows what you can do on enemy land, there are several topics on the citycraft forums, with contradictory facts about the faction mod. this is because they change around what you can do, without updating ducomentation.


PS. the OP cannot be updated coz our founder dr. Poo made some mysoginist remarks on another thread, and got muted.... he might be unmuted now though.
but i think he quit when we moved the fort, and is playing Buildcraft+IC2 with jackson and some others.

to fix this, we need to make a new thread, with the Info on the first page. i did actually, but it has been lost on page 5 or something.
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The Merchant Of Menace

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Re: Dwarven Invaders - A social experiment based on Minecraft
« Reply #433 on: February 15, 2012, 07:25:29 am »

http://www.bay12forums.com/smf/index.php?topic=100028.msg2952568#msg2952568

You may as well bump that one rather than creating another new one.
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DrPoo

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Re: Dwarven Invaders - A social experiment based on Minecraft
« Reply #434 on: February 15, 2012, 07:41:58 am »

Hello guys! I am here again!
Two weeks or so have passed where we have been playing together! I tell ya, its wonderful, and i can approve of everything, especially the dwarven shitter in the old fort.
I was going to post a photo gallery of things i found notable of the fort, but they got lost. Recently i have boxed with my own server, IC2 and BC + a few addons enabling BC power to be converted to IC2 power and back. I really loved playing with you guys! And i hope we can keep on playing!

I find the Citycraft server somewhat annoying, since you cant have TNT, fire or anything, even creepers are disabled.. in my opinion all of those are part of the minecraft spirit.. so :P
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