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Poll

When should we attack the temple?

Whenever.
- 5 (31.3%)
This weekend.
- 8 (50%)
Next week.
- 0 (0%)
Next weekend.
- 3 (18.8%)

Total Members Voted: 16


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Author Topic: Minecraft: Dwarven Stronghold - see last post  (Read 37367 times)

Baffler

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Re: Minecraft: Dwarven Stronghold - Maybe doing something soon?
« Reply #1350 on: July 01, 2015, 03:48:48 pm »

Neverwhere is west of Dale, when bay 12 moved Neverwhere was already well established, we moved south of them towards the border.
Ah that makes sense. Is it true that there are still Bay12 dudes operating on the server? Chanada, Mount Augusta, and Nox can always use an extra hand against WP and the likes.
https://www.reddit.com/r/Civcraft/comments/385i4w/land_claim_kovinth_akur_the_dwarven_mountainhome/
Oh and TahuJared was still active until recently, he went up to kaiserin with me but seems to have deleted his reddit account so I'm totally out of touch with him now.

I'm friends with him on steam if you need to get in touch with him. I helped him loot Dumathion's vault a couple months ago ( I happened to log in there when he was trying to crack it, what are the odds? Got me some really nice magic swords and pickaxes, and a brewing stand out of it, but I can't access that account anymore. Such is life) and he friended me on steam. He said he'd message me but I never heard from him after that.
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tonnot98

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Re: Minecraft: Dwarven Stronghold - Maybe doing something soon?
« Reply #1351 on: July 05, 2015, 05:46:18 pm »

I just got back on

the mountain home is in one piece, what's this talk of leaving and drama?
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Elephant Parade

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Re: Minecraft: Dwarven Stronghold - Maybe doing something soon?
« Reply #1352 on: July 05, 2015, 06:22:57 pm »

I just got back on

the mountain home is in one piece, what's this talk of leaving and drama?
We left the mountainhome, as the original owners returned. There was some drama, but it's over, I think? We haven't played on anything Civcraft in a while.
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TheDarkStar

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Re: Minecraft: Dwarven Stronghold - Maybe doing something soon?
« Reply #1353 on: July 05, 2015, 10:39:10 pm »

It's been, what, six months since we last did anything big on this? Nine months?
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Orange Wizard

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Re: Minecraft: Dwarven Stronghold - Maybe doing something soon?
« Reply #1354 on: July 06, 2015, 12:15:22 am »

We got half a dozen people together to settle on the latest server not too long ago. That was kinda big.
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Bob_Namg

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Re: Minecraft: Dwarven Stronghold - Maybe doing something soon?
« Reply #1355 on: July 09, 2015, 07:03:32 pm »

Hey guys, I got permission to settle a new stronghold/town within Chanada's realm. I'm thinking of starting a new stronghold somewhere in the northern reaches on Chanada so it can have active supply lines/support, if you guys agree to join in it will be a /tg/-Bay12 collaborative project. There are currently two options on the table for such a thing, starting a stronghold/town in the mountain range south of Viridian or in the alps of Madgeburg, which is east of Xiphias. I'll need to get permission from Immer first for Madgeburg if you guys want to come help with the start-up. The main reason I want oldfags from Bay12 to start it is because whether or not you all join it will be an attempt at starting a /tg/ town, and considering the /tg/ crowd is right up your alley I feel it would be better for you guys to bring in newfags and show them the ropes, etc. You can keep the old isolationist policy going within Chanada (/k/ is a good example, they used to pearl foreigners on sight before questioning them sometimes). The only thing that would really change for you guys would be location, and you would have support from the northern Chanadian states rather than from the southern states such as the members of FAGT which is mostly dead at this point.
I mean you can settle in the far south again, but it doesn't really help (maybe resource availability, but a lot of veins exist in the west that are completely untouched still). The location can be changed, I mean Versailles definitely wasn't settled in the planned area, Madgeburg and the mountains south of Viridian are options.
-Madgeburg not viable-
Mountain Range:


Link to the really old journeymap collab for 2.0 (for anyone who hasn't seen it I guess):
http://txapu.com/

I know I left a lot out, not sure what; probably didn't word that text wall right either, so if you have any questions or concerns please voice them.
I'll make a new Civcraft thread if there's an interest here.
« Last Edit: July 09, 2015, 07:16:26 pm by Bob_Namg »
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Bob_Namg

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Re: Minecraft: Dwarven Stronghold - Maybe doing something soon?
« Reply #1356 on: July 09, 2015, 07:17:33 pm »

I hate to be a double poster but Immer got back to me with a 'no' on the Madgeburg idea, the mountains east of madgeburg might be viable I think some are part of FAGT in general rather than /pol/ynesia.

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HugoLuman

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Re: Minecraft: Dwarven Stronghold - Maybe doing something soon?
« Reply #1357 on: July 09, 2015, 07:18:05 pm »

What about continuing Sparkgears?

Bob_Namg

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Re: Minecraft: Dwarven Stronghold - Maybe doing something soon?
« Reply #1358 on: July 09, 2015, 07:21:16 pm »

What about continuing Sparkgears?
I visited Sparkgears a couple weeks ago, it was a bit run down.
I think having a new stronghold closer to the northern states would strengthen your defense/supply intake/outtake more.
Sparkgears is a long ways out of the way. It's also too close to inactive cities to be honest, I don't think you'd be able to hold many new people especially since they'd have to travel for hours to get to another living city.

Oh uh we're doing a shill wave today (recruitment drive), so the Mumble channel for /pol/ (mc.civcraft.vg) is going to be slightly more active. It'd help to have a more active discussion about this there, PM me for the channel token.
« Last Edit: July 09, 2015, 07:25:28 pm by Bob_Namg »
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HugoLuman

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Re: Minecraft: Dwarven Stronghold - Maybe doing something soon?
« Reply #1359 on: July 09, 2015, 07:42:59 pm »

We can always fix it up. It's not griefed into oblivion. And we made it out of the way on purpose, since we've got other things to do with our time and not enough people to create a round-the-clock defense force.

Bob_Namg

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Re: Minecraft: Dwarven Stronghold - Maybe doing something soon?
« Reply #1360 on: July 09, 2015, 07:44:58 pm »

We can always fix it up. It's not griefed into oblivion. And we made it out of the way on purpose, since we've got other things to do with our time and not enough people to create a round-the-clock defense force.
The whole reason I'm trying to get you guys on board with a new stronghold is so we can more effectively get /tg/ dudes on board. Even if you're not active there, there would be a good amount of new people from /tg/ to keep things running.
Like I said, it'd probably be better to discuss this on the Mumble.


Also I'm not asking you guys to abandon SparkGears so much as I'm asking whether any of you want to resettle to help start a /tg/-Bay12 fort/town.
« Last Edit: July 09, 2015, 07:58:27 pm by Bob_Namg »
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Elephant Parade

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Re: Minecraft: Dwarven Stronghold - Maybe doing something soon?
« Reply #1361 on: July 09, 2015, 08:16:02 pm »

I'm not interested in Civcraft stuff anymore, so you'll need a new thread if you want to keep the OP updated.
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Bob_Namg

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Re: Minecraft: Dwarven Stronghold - Maybe doing something soon?
« Reply #1362 on: July 09, 2015, 08:18:08 pm »

I'm not interested in Civcraft stuff anymore, so you'll need a new thread if you want to keep the OP updated.
I was planning on that anyway. Thank you for your service to Armok when you were active, brother.
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Zanzetkuken The Great

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Re: Minecraft: Dwarven Stronghold - Maybe doing something soon?
« Reply #1363 on: July 09, 2015, 11:04:59 pm »

I was planning on that anyway. Thank you for your service to Armok when you were active, brother.

I may join, though note that I'll be going for massive constructions that may never be used, such as large public housing complexes, collesiums for potential use for the settlement of debates, a number of barracks, random roads that grid outwards for future expansion, town halls for announcements and governmental work, large areas for a marketplace, monorails or a subway throughout the town, and other things.  Likely would need to be improved in appearance after I make them.

As for a location, -2700, 10000/9600 might be a good point as it is a mid-distance between Isle of Arran, Viridian, and Titan, so there should be a fair amount of opportunities for trade.  There does look to be something around -3000, 10700, though...
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Bob_Namg

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Re: Minecraft: Dwarven Stronghold - Maybe doing something soon?
« Reply #1364 on: July 10, 2015, 12:01:35 am »

I was planning on that anyway. Thank you for your service to Armok when you were active, brother.
As for a location, -2700, 10000/9600 might be a good point as it is a mid-distance between Isle of Arran, Viridian, and Titan, so there should be a fair amount of opportunities for trade.  There does look to be something around -3000, 10700, though...
Those are actually VERY useful skills considering this is going to be a stronghold/town thing started from scratch. (-2700, 10000) is actually a good spot, the only concern would be it's due south of the Chanadian vault so I don't know if it will overlap with that territory, but it's a good location. I'll ask Josh-Josh about it. (-3000, 10700) is also an optimal spot which I know doesn't overlap anything, there might even be an old ice road near there I could have BG/Peachur hook up to the town.
If you want to get started on it swing by Volkstadt and we'll provide supplies and might pay our own newfags to help you dig/build at the location you're favoring.
If you want to get on the Mumble (you don't even need a mic), there should be some people on tomorrow when you're on, I'll preemptively PM the token for the /pol/ channel. Also I made a new thread here: http://www.bay12forums.com/smf/index.php?topic=151854.0

Tomorrow is when the first weekend shill wave will go down, so if we get /tg/ newfags I might be deferring most to you directly if you're on to show them the ropes and get the construction of the stronghold going.

Another thing, please refrain from making the city within a grid, as I and others have observed planning too far ahead/building grid layouts for towns has killed them.
I do think the stronghold with a town is a good set-up, patterns and districting are optimal but I don't want to see /tg/-Bay12 suffer the fate of other towns.
 
« Last Edit: July 10, 2015, 12:08:28 am by Bob_Namg »
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