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Author Topic: Dwarven Invaders - Dead Roots Stirring  (Read 113145 times)

klingon13524

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Re: Dwarven Invaders - ITT: Nobody reads the last pages or the OP
« Reply #480 on: February 19, 2012, 03:34:29 pm »

Stairs done with by Vattic and I, and just in time to!
Just in time to what? Explode?
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mcclay

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Re: Dwarven Invaders - ITT: Nobody reads the last pages or the OP
« Reply #481 on: February 19, 2012, 04:14:42 pm »

Before he left.
Stairs done with by Vattic and I, and just in time to!
Just in time to what? Explode?
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Karakzon

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Re: Dwarven Invaders - ITT: Nobody reads the last pages or the OP
« Reply #482 on: February 19, 2012, 04:37:17 pm »

i need exact in-game names to invite.

weve got a spawner found.

also: the stairwell is having corridor basics dug out till it touches the outerwall.

Other: i request a mechanic make a sticky pison mechanism for holding the sand wall up in a certain section at the bottom of the moat  for player passage for when we need to recover stuff from its bottom. using water isent safe for the fort.

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mcclay

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Re: Dwarven Invaders - ITT: Nobody reads the last pages or the OP
« Reply #483 on: February 19, 2012, 04:48:12 pm »

So idiot with the name XdXsX or somehting like that from ~shitlords, killed me and Vattic while we were in the Nether. I had a full set of enchated armor.
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Vattic

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Re: Dwarven Invaders - ITT: Nobody reads the last pages or the OP
« Reply #484 on: February 19, 2012, 04:53:21 pm »

Luckily the only things of value from me was some iron armour and an iron sword. I hope they enjoy my stone pickaxes, crafting bench, cobblestone, and sticks.

It was a nice ambush. They fired those potions like a machine gun.
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mcclay

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Re: Dwarven Invaders - ITT: Nobody reads the last pages or the OP
« Reply #485 on: February 19, 2012, 04:55:15 pm »

Thry had potions? Qll I saw was my hearts going down then I fell off a cliff and died.
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GreatJustice

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Re: Dwarven Invaders - ITT: Nobody reads the last pages or the OP
« Reply #486 on: February 19, 2012, 04:58:19 pm »

Another status report:

-The "main" underground complex is very nice looking and mostly complete :D! Now we only need add "rooms" to the areas laid out, and expand the aboveground area. I personally would prefer it be less exposed to sky, but that's entirely stylistic so its fine otherwise. Also, it would be ideal were it possible to completely lock out the underground via a couple of switches as a last line of defense (if they claim the front door we can still hold out in the underground), though its unnecessary barring a complete disaster.

-We need the airlock from our fort to the rest of the world to be started on soon. Our expansion is really limited by our current space, and we could use easier access to the outside.

-We still need enchantments. Fortunately, some enterprising fellow (I think it was Vattic) found a small dungeon with a mob spawner inside, so I'll get to work on enlarging it and making it a bit more detailed. From there, getting enchants should be quite a bit easier.

-If you have damaged equipment (ESPECIALLY damaged diamond equipment or damaged enchanted equipment), place it in the "enchants" bin (a special "repairs" bin would be even better). This way, we can repair valuables without having to waste extra resources making new ones.

-Seeing as how everything is functional now, we should start thinking about revenge against the punks who punked our base. These factions would be (as I recall) from Edge, Rangers, and Warriors. As I recall, they are very powerful and have bases located nearish to spawn. Besides enchants, we need a method to get to them quickly; our earlier plan to have a secondary faction for raiding and recruiting (non dorf mercenaries/cannon fodder) is probably the easiest way to do this, but presently we lack volunteers for it. We could use our old base as the "forward base", but it would probably be better to have it somewhere else somewhat closer to spawn (but more contained). It would be regularly given basic supplies by our primary faction, would be hidden and completely planned out before placing things (so as to be impossible to counter-raid, with everything contained in a couple of chunks going down in set formations), and would in turn supply us with whatever extra valuables it mined. If we ever wanted to raid, we'd merely switch factions, use /f home, and go have fun. Plus, in the event we get raided, it would serve as a way to let people die over and over without draining our overall power. If no one else wants to do this, I might after we hold proper elections for mayor/adminship.

-Also, if you want to make us money, go found a nethermine. Netherrack sells for way more than it really should be worth, is incredibly easy to mine (IIRC stone pickaxes do about the same speed as iron or diamond), and literally covers the nether. There are random raiders who think murdering netherminers and stealing their stuff is funny, but they are generally really stupid and can be beaten just by placing stuff in their way and/or claiming land. We have about a 2-1 ratio between power and land, so its mostly safe to claim a little bit of nether for mining. Don't overdo it, though. If you have valuables, take precautions by going out a bit and surrounding yourself with nether in a claimed area so that it's impossible to ambush you, and cover up all "holes" to the outside with more nether.

-I was only able to recruit one person on that list (the third). Are those the actual names?
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mcclay

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Re: Dwarven Invaders - ITT: Nobody reads the last pages or the OP
« Reply #487 on: February 19, 2012, 05:04:46 pm »

I think some Necropolis punks from the F@W followd us to this erver and are now our enimes.
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Vattic

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Re: Dwarven Invaders - ITT: Nobody reads the last pages or the OP
« Reply #488 on: February 19, 2012, 05:10:47 pm »

Other: i request a mechanic make a sticky pison mechanism for holding the sand wall up in a certain section at the bottom of the moat  for player passage for when we need to recover stuff from its bottom. using water isent safe for the fort.
All the designs I can think of will sap the wall slowly. Sand falls even if attached to a sticky piston (news to me).

Thry had potions? Qll I saw was my hearts going down then I fell off a cliff and died.
Yeah but I think you got the brunt of the damage from them so likely hadn't time to notice.

-The "main" underground complex is very nice looking and mostly complete :D! Now we only need add "rooms" to the areas laid out, and expand the aboveground area. I personally would prefer it be less exposed to sky, but that's entirely stylistic so its fine otherwise. Also, it would be ideal were it possible to completely lock out the underground via a couple of switches as a last line of defense (if they claim the front door we can still hold out in the underground), though its unnecessary barring a complete disaster.
I've been wondering about this. If we lock each corridor where it meets the staircase that should help. Also a backup staircase might be nice. Something small and also locked off with piston doors.

Quote
-We need the airlock from our fort to the rest of the world to be started on soon. Our expansion is really limited by our current space, and we could use easier access to the outside.
Is this going to be at the surface? I was never sure.

Quote
-We still need enchantments. Fortunately, some enterprising fellow (I think it was Vattic) found a small dungeon with a mob spawner inside, so I'll get to work on enlarging it and making it a bit more detailed. From there, getting enchants should be quite a bit easier.
I just re-found it someone had taken the mossy cobble and placed a few torches but it was still spawning skeletons.

I think some Necropolis punks from the F@W followd us to this erver and are now our enimes.
I wonder if they are reading this thread.
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mcclay

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Re: Dwarven Invaders - ITT: Nobody reads the last pages or the OP
« Reply #489 on: February 19, 2012, 05:17:58 pm »

If so then come at as fucktards!
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Vattic

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Re: Dwarven Invaders - ITT: Nobody reads the last pages or the OP
« Reply #490 on: February 19, 2012, 05:23:47 pm »

The only two ways I can think of for keeping the sand wall whole and allowing for an exit at the bottom:
Spoiler (click to show/hide)

They are both visible from the outside to differing degrees. They both require mining to exit and a manual reload. If we build something like this I suggest we put an airlock in to thwart anyone trying to sneak in while it's open.

We can make one that is completely invisible but you'd need to re-add sand when it gets used. There might be a mechanical way to do this but it'll be complicated.

It would help if we knew where the airlock is going to go. If it's on the surface then a plunge pool might be the best way down into the moat. We could claim a chunk outside the fort and station the drop and the pool in there.
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GreatJustice

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Re: Dwarven Invaders - ITT: Nobody reads the last pages or the OP
« Reply #491 on: February 19, 2012, 05:34:18 pm »

I was thinking it could go on the aboveground entrance (the one where the temporary dirt wall is).
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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 - ITT: Nobody reads the last pages or the OP
« Reply #492 on: February 19, 2012, 05:42:37 pm »

The plundge pool should be disguised as much as possible if we go that way.
also: i was thinking that we put a sticky piston attatched to the third block up -sand- and dont activate it at all, if it remains stuck to the piston and supports the sand above, we can just manualy open and close the door without the use of a switch or redstone.

that design could also be replaced were ever we want at short knotice should our enemys discover it. as such i suggest we lock the bottom of the fort with an airlock and then treat that as an antichamer room for forays into the moat. so even if they get in they cant get far and we have traps to throw them back out.
« Last Edit: February 19, 2012, 05:44:13 pm by Karakzon »
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mcclay

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Re: Dwarven Invaders - ITT: Nobody reads the last pages or the OP
« Reply #493 on: February 19, 2012, 09:04:11 pm »

Kar, are you going to send us the plans for the roof or what?
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Vattic

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Re: Dwarven Invaders - ITT: Nobody reads the last pages or the OP
« Reply #494 on: February 19, 2012, 10:30:25 pm »

I'm done for today.
  • I modified the skeleton fighting room to match what it says about mob spawners on the wiki.
  • Made it so you can only get out of the current spawn room and not back in. It's just in case someone gets in using ender pearls and tries to camp us.
  • mcclay and myself harvested a lot of cobble and smelted over half of it. This along with a load of glass has been stored in an obvious chest in the stockpile. It's meant for the roof.

I won't be back on properly until Thursday morning GMT because of work. When I get back I plan to put a tree farm off one of the new corridors and possibly dedicate the rest of the floor to the other crops (or at least half of the floor).

The plundge pool should be disguised as much as possible if we go that way.
also: i was thinking that we put a sticky piston attatched to the third block up -sand- and dont activate it at all, if it remains stuck to the piston and supports the sand above, we can just manualy open and close the door without the use of a switch or redstone.
Sadly sand and gravel don't stick if they can fall. As for a plunge pool I suggest that simply because it takes up little space and is nice and quick. We can claim and lock the chunk it's in. If enemies wanted to get into the moat they could just dig down anyway.

Kar, are you going to send us the plans for the roof or what?
He said he'll layout the basics tomorrow so that others can copy the pattern.
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