Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Itnetlolor

Pages: 1 ... 594 595 [596] 597 598 ... 605
8926
Okay, my leader has gotten his first letter sent to the king; and it has arrived. The project has broken ground!!!

We have our first of many message pipes (It has also been posted on the front page, and will be archived within).



8927
lol shouldn't it be Nazushdur Anrizgeshud Armok? xD

I concur.
Unfortunately Armok isn't in the vocabulary (for some reason); so this is the next best thing.

But you have to admit; for being mostly made of wood, this thing's got a pretty metal name.

Hell, I've even decided to design it's emblem and craft it on the topside; provided I build the open space wide enough. Blood aside, what red materials (besides bauxite, since it doesn't exist where I embarked) can I use? I may have to get some red rope-reed or something and make a banner and hang it off the side. I may need a light and dark shade red to make it look right.



Update for the project so far: I have my construction yard underway, as well as farms and such to make the colony survive, and I'm beginning crafting some mechanisms and such so I can trade for some anvils for more stuff later on. And fortunately, my embark location has quite a bit of copper; so I'm skilling up my miner so I can have plenty of steam-engine parts made. I've got an adequate wood supply thus far, and have crafted some beds tables and chairs for the colony, soon to be transported onto the ship.

Before I build it though, I'll be running some experiments to make sure things will look/function correctly. I don't want this thing to drop from the sky once finished because I botched my own blueprints you know. This isn't a megaproject to humiliate myself. BTW, despite the location and embark size, everything's running at a smooth 50 FPS pace thus far; and I'm purposely keeping value relatively low until I have everything setup (however, I lack an appraiser so, not yet knowing tha total value of my ship; but it'll be nice, got a proficient architect to work on this.). I don't want any unnecessary raids and migrants to arrive... Not yet, at least. I'll probably cap it for the time being.

Seeing as this is my first megaproject; how does everyone manage their constructions to be as efficient as possible? Because I'm utilizing my colony to have floodgates at key points so it's plenty efficient access to the construction site; yet secure enough in case there are any raids. BTW, the mountainside I have setup camp in is a little oddball in setup, and pretty large, so... Less travel, quicker building.

I'll post my project site, thus far, soon; Link will be on front page. Fortunately, the guy that told us of the location granted my leader with a messenger falcon; the map will arrive soon. Give him time.

8928
UPDATE:
I'm kicking off the project...

I decided to borrow Yuhhaur's everything 6x6 spot (modified a bit to supply more wood. 8x10 or something, more woodland included. I'll try again tomorrow if it doesn't work. Sacrifices... But I'm sure my computer can handle it.)

In other news:

Due to the vocabulary of DF I semi-renamed my ship.

Nazushdur Anrizgeshud Nom

Bloodfist the Sky-Fortress of God



As well, I now have a construction team.  The name of the team comes with their own self-titled theme song, composed by a 4 bug team of beetles. The team (and their theme song) is called Ekirstetnin Anriz Doren (IE- "Lucidinn the Sky of Diamonds").

(Okay, I couldn't resist.)


I made sure to bring with me enough copper (and seek out ores; there seems to be plenty) for the steam-powered machinery.

Unfortunately, this area lacks bauxite. So I'll have to keep the smelting and glass operations local via fortification canal. I'm more comfortable with that setup anyway. Easier to plan; plus, not my top priority to manipulate magma anyway.

8929
DF Dwarf Mode Discussion / Re: World Gen Extremes\/Leaderboard
« on: June 10, 2009, 07:15:15 pm »
Yes, but can you get an area of such that's larger than 6x6? That's only the minimum area for it to count.

The larger the *better*.

Reason to do this? Survival successions mayhaps?

And like noted, if there's an HFS within this badland somehow; bonus points out the wazoo.

8930
DF Dwarf Mode Discussion / Re: SMART goblins?
« on: June 09, 2009, 11:30:04 pm »
I'm curious if anyone's been given a choice between a red or blue plump helmet spawn yet.

Take the blue spawn, and remain hauling stuff. Take the red spawn, and you'll see just how deep the glowing pit goes.

The real world is probably riddled with GCSs made of metal, farming Dwarfkind and processing them into "booze" to power their systems. We're none more than the equivalent of 1/7 magma apiece to these machines.

The ASCII has us.

Word of caution; be on the lookout for Agent Urist. He's the worst of the agents chasing us. I've seen agents swim through magma, dodge legendary +5 crossbow shots, destroy forts in tantrums. You see an agent, you run.

8931
DF Dwarf Mode Discussion / Re: World Gen Extremes\/Leaderboard
« on: June 09, 2009, 10:15:45 pm »
Seeing as I'm seeking a good density woodland for my megaproject (kinda a pain right now looking around for a good site to start from); as well as for other "F*** you elves" wooden goliath megaprojects anyone else is willing to do. (Massive wooden grail full of magma anyone?)

Elven Paradise Embark
Greatest density of wood with the most features. (woodland must be majority of embark, preferably heavily forested, Those tree-humpers better not mind magma being included)

Elven Heaven (populated with dwarves, of course; IE- Open Season World for dwarves)
Most wooden world seed.


And for the hell of having great challenges even starting...
Embark site with the greatest (possible) density of animals (preferably either megabeast or dangerous animals)

And oh, what the hell, flattest world and/or embark location with the most features.

And one last one off the top of my head. World/embark site with the fewest features. (in a 6x6 area minimum for embarks.)

Have fun.

Bonus points for having HFS included. Bonus bonus if HFS doesn't involve being under a mountain. (I think I spotted one before), especially if it's the only real feature in the "fewest features 6x6 min." embark challenge.

8932
DF Dwarf Mode Discussion / Re: Dwarven Trail (Added 1-3)
« on: June 09, 2009, 04:51:52 pm »
So, are you going to be updating the first post (with the date created in parentheses)?

It could be easier to keep track of. Especially with the date tracking as well.

Heck, you can also use the table code to keep it neat and organized in the post.

8933
Have you thought about turning cave-ins off and building this monster 10 Zs into the sky from a construction tower that can be collapsed from the ship? leaving you isolated in the sky...
CHALLANGE COMMUNITY FORT!
Actually, I had a less costly idea, which can be recycled in case I want to start a community fortress (however, I'm new to the community thing).

I would have cave-ins off, naturally (see facepalm moment and cause of the facepalm), and furthermore I would construct a bridge from a docking station, build a small pathway of floor tiles until I reach my desired range from the platform, and start working on the bottom deck and retractable doorway/bridge from the ship, and construct upwards while forming a stockpile in the cargo bay for shorter trips. After the doorway and bottom deck are formed, the starter bridge would be dismantled; but the bridge and doorway into the ship must remain down lest it drop from the sky as we disconnect the starter bridge. Before disembarking, would cave-ins be turned off.

Both towers to be used for community games would be at a good enough distance to not be visible when taking screenshots of the whole ship alone (centered). There should also not be any building "residue" left behind as you go up Z levels either because of the bridges being retracted (both ship and dry docks), leaving a nice clear sky with open space; bottom deck and up. This would leave it rather aesthetically pleasing and simpler for screenshots.

I read my share of communes (including the boat one... Dread Ship Bellsmaw within the Fondled Waters... "Pirates of the Fondled Waters"), and figure I want the environment to be storytelling potential as well as calm enough for me to get the project done; but I don't want the player to have difficulty with taking screenshots (modding them to look like somewhere else, or erasing sky tiles with constructions beneath them.), and furthermore, I want the ship to look sweet when recording movies or taking screenshots as well. The engine block alone will have all sorts of moving parts all over it. Screw pumps, millstones, mechanisms, wooden axles, etc. anything that moves when affected by powered mechanisms will be used for aesthetic effect (however a free millstone will be available as a "bright idea" for dwarves that want to MacGuyver a milling station out of the engine block.) I could probably try to make a mist machine to simulate steam power as well, plus use pressure switches to add more moving parts.

Oh, and in case anyone forgot, the well is perfectly functional no matter the Z-level. However, I may need water beneath the craft to serve multiple purposes. But primarily so water can always be lifted sans effort. It would still take time depending on the altitude, and because it's within the mess hall. It would make sense parties would be thrown like mad in there.

Dude, what the flaming jesus tits?  You're taking Dwarves to the air?  Dwarven boats should travel underground like worms, not in the air.  What do you want, to try and match the elf fairies?  Curse you Urist McAirship!
Match the Elf faeries? This thing's mostly made of wood; armed to the teeth, and has grappling ballistae to feed dwarves pegusai rotisserie style.

Match the Elven in the sky? No, no, no, no, no, nnn-O.

OBLITERATE THEM FROM THE SKY WITH THE FIST OF AN ANGRY GOD!!! IN THE NAME OF ARMOK, FOR THIS SHIP IS CHRISTENED HIS ALMIGHTY GAUNTLET!!!!

8934
I just noticed a mundane, yet dangerous, error on my part.

I forgot to add some carping rudders to it! :smacks forehead:

I wouldn't be able to navigate it without those in either air, sea, sand, or (for a moment) magma. I could also possibly include elevators and ailerons to the engine-mount wings for additional maneuverability. All, of course, independently lever operated by either cabin.

8935
If you wanted additional nonsense to this monster; I previously intended the engine blocks to be able to slightly change pitch. Almost like a V-22 Osprey.

So it could also function as a speed-cruiser. Why else would it also possess a boat-like shape?

In case engines crap-out, it can still land in water as well as a desert, provided the sand is a fine-enough grain and soft enough. Basically crash-landing/sliding up/down a giant sand dune or something. Let's just hope sandworms wouldn't be nearby. I don't think dwarves know much about using thumpers.

Then again, if they can mine through adamantine, then they could probably pierce the carapace of Shai-Hulud.

8936
That would mean trading with the elves for a TO-ON of rope reed cloth and rope. Let's not forget, much precious booze would be wasted to produce adequate gas to lift this sucker.

Even though it's mostly wooden, it's still damn heavy.

For one, the balloon would have to be utterly massive, close to 1.5x size of the boat alone. Let's not forget, the props could endanger the support ropes that hold the balloon. And furthermore, the engines are designed to last.

Why else would I mount 6 per side, 3 per block? Backups like mad.

8937
This iis going to be a great big build, and I foresee people talking about making it a magma, or subterranean boat.
Took me half a moment to catch that.

That gives me an idea. I should probably add a giant drill to the head,  and make sure one of my dwarves are armed to the teeth with explosives. You know, to cave in the tunnel it gets out of. But at the same time, I'll keep weary of a couple young troublemakers thinking of taking over the ship and piercing the heavens with it's drill. Just who the hell do they think I am?

8938
What can I say? I'm the dwarven Jules Verne. BTW, I'd like to see anyone develop a weapon capable of reaching this HFS (Huge F***ing Ship).

It definitely needs a bomb bay, so you can rain single 7/7 blocks of magma down on your enemies.
That might weigh down the ship considerably, let's not forget, it would be pretty difficult to add it in without igniting the ship renaming it the "Phoenix".

8939
DF Dwarf Mode Discussion / Re: Mega construction project Idea
« on: June 09, 2009, 12:25:54 am »
Are your dwarves an Ixian Confederacy by any chance?

8940
Gentledwarves, behold...
ARMOK'S GAUNTLET!!!

AKA (due to the vocabulary of DF)

Nazushdur Anrizgeshud Nòm

Bloodfist the Sky-Fortress of God


The ultimate in Dwarven Technology
Completed: April 4, 2010 (8:43 PM -5 GMT)








Hand Drawn Plans:
Spoiler: Page 1 (click to show/hide)
Spoiler: Page 2 (click to show/hide)

Spoiler: Features: (click to show/hide)


Megaproject Progress: 8) (Done)
 8) Planning (Done)
 8) Development (Done)
 8) Construction (Done)
 8) Deployment (Done)

Refined Blueprints (Lego Digital Designer): (Added 6-26-09) (Updated 6-29-09)
Spoiler: Bottom Deck (Docking) (click to show/hide)
Spoiler: 2nd Deck (Trade Depot) (click to show/hide)
Spoiler: Top (6th) Deck (click to show/hide)

Spoiler: Whole Ship (click to show/hide)
LEGO Price: 793.89 USD


Spoiler: Special Features (click to show/hide)

Vector LOGO (added to front; sorta overdue: 7-13-09)
Refined (Photoshopped) LOGO (4-4-10):
I finally got the plans of the mighty dwarven airship developed.

10000 Views:
OP cleaned up more (reorganized and optimized; easier to navigate. Continuing megaproject.)

15000 Views:
(Added 12/28/09)
Spoiler: VisFort pics (click to show/hide)
Spoiler: Stonesense (click to show/hide)

20000 views:
Sorry, but to make up for a lack of promise, I have decided to post a more recent update of my progress via VisFort.

25000 views (Another delay. Sorry.):
I'll maybe just post some update pictures to make up for previous. And since DF2010 is releasing soon enough anyway, how about I try to upload my saves when that comes across. In the meantime, I'll keep you busy with a constant stream of Visfort (and maybe Stonesense) updates; and I will do what I can to triple- or Double-update until I finish in the next couple days.


Anyone else is free to replicate my work, or improve upon it. Hell, I could even upload it for anyone to do a succession fort on, or to see how it feels to rule the skies, and scare the ever-loving crap out of the elves, seeing as it's nearly self-sufficient as well as a titanic "carp" in the sky.

Maps are updated at the beginning of the next season(s)/year(s).

The messages will be records for the whole year(s)/season(s) prior (IE, 1=4, 2=1 etc.). I'll try to keep the records updated as often as possible, and fill in the blanks if there any.


Message Carrier-Pipes archive (Now divided into chapters/years):
Construction Log (By map): Project Year (#) Season (1= Sp, 2= Su, 3= Au, 4= Wi)





Spoiler: NOTES: (click to show/hide)


Thank you for your patience and interest in my megaproject.

Special Thanks to my fans and whoever Troped my ship as a Military Mashup Machine. If not for that, I probably wouldn't have been getting so many hits. Further credits to any other obscure sites I may have come across that has made mention of my megaproject as well. Knowing that it has caught the interest of people I didn't even expect to see take interest has further motivated me to continue my project as to not disappoint. And of course, everyone here at Bay 12 for keeping interest in this project and being patient with me producing this flying artifact menacing with spikes of awesomeness.

Of course, most special thanks goes to Tarn Adams (The Almighty Toady One) for producing such an awesome game for allowing me to complete a year-long fey mood.


Saves Collection (DFFD):
(NOTE: You must shut off [CAVE-INS] and have DFG22 (Mayday graphics) installed for this to work correctly.
I am puzzled why this may be the case.
Assistance in figuring this out is welcomed. In any other case, Here's the link to the RAWS to render the saves playable now.)
Part 1
Part 2
Part 3
Part 4
Part 5
Now you can relive the experience yourself.

Links:
Want a Grand Tour of this thing in Minecraft? Check it out.
Now you can import it to your maps too (40k reward, as well as it took me long enough  :P (link is in my sig as well))
Bloodfist Schematics
(MCEdit schematics: variable states from all closed to all open, plus one with an extended bridge; also included are schematics for the props, bridges and planks free to use.)
Mine-craft +2750 served

Future Succession or Community Game (No link yet, but will soon enough; not for Bloodfist, but it's potential successor)

EDIT: Concerning troubles with my saves. (11-7-10)
I've been notified plenty of times that the Bloodfist saves have had RAW incompatibilities. As far as I can determine, all I really did was install a Mayday pack and shut off cave-ins. Looking back, you may need to get a really old version of mayday's graphics pack. DFG22 if I recall correctly was what I used. Hopefully this should mend the issue. I apologize for the inconvenience, and not figuring this out sooner. RAWS Folder has been added.

EDIT EDIT: (2-19-11)
It seems A successor may be in the works...

EDIT EDIT EDIT: (3-26-13)
Pardon the vast delay, but I am finally working on the ship. For real, this time. Planning phase is a go.

EDIT EDIT EDIT EDIT: (1-23-2016)
Links are updated. Now they should work. Sorry about that.

Pages: 1 ... 594 595 [596] 597 598 ... 605