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Poll

Moltenchannel's council decisions

Our uniform shall be blood (red)
- 0 (0%)
Danger room training shall be forbidden.
- 0 (0%)

Total Members Voted: 0

Voting closed: April 02, 2013, 10:22:42 am


Pages: 1 ... 80 81 [82] 83 84 ... 100

Author Topic: Moltenchannels - The magma flows - FINAL TURN (Ardentdikes II)  (Read 387032 times)

Urist McKiwi

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Re: Moltenchannels - The Escher Fortress (Ardentdikes II)
« Reply #1215 on: May 02, 2014, 01:14:28 am »

Nice job. How's the population looking? Are we gaining or losing peeps?

A massive set of 26 Masonry workshops are set on level 133. They are busily churning out blocks for the furthering of the indecipherable construction plans laid out by my predecessor.

My plans are entirely decipherable. They just don't correlate with what I actually built.
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Triaxx2

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Re: Moltenchannels - The Escher Fortress (Ardentdikes II)
« Reply #1216 on: May 02, 2014, 08:01:17 am »

Population seemed to be entirely stable.

Hence indecipherability.
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CaptainArchmage

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Re: Moltenchannels - The Escher Fortress (Ardentdikes II)
« Reply #1217 on: May 02, 2014, 07:04:19 pm »

Praise be to God! Captain Archmage III is still alive!

He is also making blocks in that masonry shop. I think this design could use some minecarts.

Nice job. How's the population looking? Are we gaining or losing peeps?

A massive set of 26 Masonry workshops are set on level 133. They are busily churning out blocks for the furthering of the indecipherable construction plans laid out by my predecessor.

My plans are entirely decipherable. They just don't correlate with what I actually built.

As I was saying, minecarts would be useful here.

Population seemed to be entirely stable.

Hence indecipherability.

You know those forgotten beasts I trapped at the end of my last turn? They’re still there. There’s only one locked hatched preventing a humanoid made of green zircon rampaging through the fortress.
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Given current events, I've altered my profile pic and I'm sorry it took so long to fix. If you find the old one on any of my accounts elsewhere on the internet, let me know by message (along with the specific site) and I'll fix. Can't link the revised avatar for some reason.

Urist McKiwi

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Re: Moltenchannels - The Escher Fortress (Ardentdikes II)
« Reply #1218 on: May 03, 2014, 12:29:12 am »

Of course they're still there. It's not like I could get them to help with making more beehives or anything...

Your old "make mead" system will probably need a rework if you want to restart it, since we've gained ~30 hives (BEEEEEEEEEES), and the hive you built that was there but wasn't but kinda was until it wasn't (ish) got replaced with one that didn't need an in-depth understanding of quantum mechanics to use.

I support more minecarts, although keep in mind the longest this fort has gone with every minecart system working without glitches, bugs, resets, bad construction blocking stuff or serious injuries was about....ooh.....3-6 months? Sounds about right. And sometimes construction failures only appear after 3-5 years of operation having been there the whole time only....not*. Leave some instructions for what the settings should be because they'll sure as heck get broken at some point.


And unless Triaxx2 built more mechanisms you may need to span those as well.



*Actually, that's rather suspicious. Is Udib messing around with spacetime again? BTW: For IC stuff remember that Archmage III (the first) got a letter with McKiwi III's experiences after she died, and so knows about McDuck/possession/BEEEEEEEEEEES now if he hasn't forgotten/written it off as the rantings of a dying old fart.


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Triaxx2

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Re: Moltenchannels - The Escher Fortress (Ardentdikes II)
« Reply #1219 on: May 03, 2014, 06:12:42 am »

I don't recall building mechanisms, though at the same time, I only used two.

Minecarts are fantastic, the only reason I didn't, is because it's going to take some planning to feed them up through the rest of the fortress, and I didn't have the patience to do that. Plus I've noticed that carving ramps doesn't work well. I always end up having to dig them out, and then build them instead.
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MDFification

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Re: Moltenchannels - The Escher Fortress (Ardentdikes II)
« Reply #1220 on: May 03, 2014, 07:46:28 pm »

I nominated y'all for the hall of legends. Just... bravo, Moltenchannels. Bravo.
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Urist McKiwi

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Re: Moltenchannels - The Escher Fortress (Ardentdikes II)
« Reply #1221 on: May 04, 2014, 11:06:47 pm »

I nominated y'all for the hall of legends. Just... bravo, Moltenchannels. Bravo.

It has been quite a journey. Fortunately, we have no idea how it's gonna end.

Once Archmage starts and finishes Turn 20, I think I'll write a summary/recap post of our first 20 years.
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Urist McKiwi

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Re: Moltenchannels - The Escher Fortress (Ardentdikes II)
« Reply #1222 on: May 10, 2014, 12:56:55 am »

I really, really need to stop tempting fate with that kind of line, don't I?

What's our current timelimit/whatever on turn starting?
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Triaxx2

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Re: Moltenchannels - The Escher Fortress (Ardentdikes II)
« Reply #1223 on: May 10, 2014, 06:25:57 am »

Until the turn taker says they can't or someone else volunteers I presume.
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CaptainMcClellan

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Re: Moltenchannels - The Escher Fortress (Ardentdikes II)
« Reply #1224 on: May 10, 2014, 08:22:24 pm »

Until the turn taker says they can't or someone else volunteers I presume.

I volunteer as tribute!

Urist McKiwi

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Re: Moltenchannels - The Escher Fortress (Ardentdikes II)
« Reply #1225 on: May 10, 2014, 10:18:31 pm »

Until the turn taker says they can't or someone else volunteers I presume.

I volunteer as tribute!

Cue "NOT THE BEES!" moment on loading the save.


Edit: Usually I'd say "Give captainarchmage a PM or something to make sure he's not around", especially since Archmage is second only to me (EDIT: Whoops, no he's still in he lead. I'll have to try harder next time)for "most update posts over a long period of time" (and might have me beaten for "longest turn ever") and might just be slow on updates..... but he's had enough turns before that you can probably just ninja in if you feel like it. Plus he didn't do a full start-of-turn update yet anyway.
« Last Edit: May 10, 2014, 10:32:04 pm by Urist McKiwi »
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CaptainArchmage

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Re: Moltenchannels - The Escher Fortress (Ardentdikes II)
« Reply #1226 on: May 11, 2014, 02:25:34 pm »

I got the save but have not started because of Demongate. I think I will skip, I will also have a lot more time about two weeks from now, which is how long the turns will start. That just means I will be taking Turn 21.
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Given current events, I've altered my profile pic and I'm sorry it took so long to fix. If you find the old one on any of my accounts elsewhere on the internet, let me know by message (along with the specific site) and I'll fix. Can't link the revised avatar for some reason.

Urist McKiwi

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Re: Moltenchannels - The Escher Fortress (Ardentdikes II)
« Reply #1227 on: May 11, 2014, 03:52:34 pm »

I got the save but have not started because of Demongate. I think I will skip, I will also have a lot more time about two weeks from now, which is how long the turns will start. That just means I will be taking Turn 21.

Sounds good. Good luck with Demongate.
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Wastedlabor

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Re: Moltenchannels - The Escher Fortress (Ardentdikes II)
« Reply #1228 on: May 12, 2014, 05:51:13 am »

Switched the captains in the turn list. :P
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He stole an onion. Off with his head.
I wonder, what would they do if someone killed their king.
Inevitable, who cares. Now an onion...

Urist McKiwi

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Re: Moltenchannels - The Escher Fortress (Ardentdikes II)
« Reply #1229 on: May 12, 2014, 09:03:37 pm »

Switched the captains in the turn list. :P

Now you've got me wanting to kill off another McKiwi so I can be a pirate next time I play.
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