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Wait for Next Version, Use current (.40.24,) or use older release (.34.11?)

Wait for the next release. I want usable mugs damn it!
- 55 (71.4%)
We can use the current one. I like the big trees and slightly smarter dorfs.
- 17 (22.1%)
I'll take .34.11 thanks. I want to know I'll get to kill things for sure.
- 5 (6.5%)

Total Members Voted: 77


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Author Topic: [34.11] Spearbreakers - It shudders and begins to move  (Read 2279015 times)

Splint

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Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
« Reply #1425 on: May 17, 2012, 01:20:28 pm »

Weaponization is still weaponization. I'm fine with obsidian casting to make crap, but even divirting hostile into it is weaponizing. No go.

Ooops, didn't spot there was a magma weaponization ban for the fort.  My bad!  :-[

's'all good Aussie. I decied to compress the challenges and such for convienience. Although it seems no-body read the part about the army but the overseers prior to mitch.

@ Mr Frog - Grimdark.

Paintbrushturkey

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Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
« Reply #1426 on: May 17, 2012, 01:28:13 pm »

lol, nothing wrong with pikedwarves with short swords and crossbows is there? :-D
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OverlordTNT

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Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
« Reply #1427 on: May 17, 2012, 01:30:23 pm »

How many mugs do we have?
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Splint

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Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
« Reply #1428 on: May 17, 2012, 01:31:02 pm »

Swords, axes, maces, hammers: Specialists.
Pikes, spears: Redshirts
Marksdorf: Support fire

OverlordTNT

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Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
« Reply #1429 on: May 17, 2012, 02:07:35 pm »

So ,sir mitchewawa, any ETA on any updateage? Also, who ordered 600 mugs made?
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Mitchewawa

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Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
« Reply #1430 on: May 17, 2012, 04:25:21 pm »

1. get a proper goddamn marksdwarf militia going. that oughta deal with the zombs. Use Ashsaber a random chained up spawn as a practice target.

Yeah, that's part of my plan. I'm pumping bolts as I type, though it is slow because of our lack of metalsmiths. Also, bolts suck against zombies, but we probably won't be getting any more.

Swords, axes, maces, hammers: Specialists.
Pikes, spears: Redshirts
Marksdorf: Support fire

Actually by the way you modded it, no dwarves have appeared with skills in swords, spears or maces. I think you set the civ preferences to ignore them and use hammers, axes and pikes.

So ,sir mitchewawa, any ETA on any updateage? Also, who ordered 600 mugs made?

I played last night, but not enough to write up an update. I'm also playing this morning, and after dinner if need be.
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Mr Frog

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Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
« Reply #1431 on: May 17, 2012, 04:25:46 pm »

@Splint:

Excuse me? This is Spearbreakers, man. The baseline for it to be considered "grimdark" would be for Mr Frog to OD on drugs, chop Talvieno up into 5+ pieces, feed them to AshSpawn, and then carve the bones into mugs. Anything less is just another lazy Thursday.
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Splint

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Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
« Reply #1432 on: May 17, 2012, 04:30:02 pm »

Ok, you win. Not quite as grimdark, but still.

@ Mitch actually there were. In my play of the saves, they were in the migrant waves that got slaughtered.

Mitchewawa

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Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
« Reply #1433 on: May 17, 2012, 04:33:54 pm »

@ Mitch actually there were. In my play of the saves, they were in the migrant waves that got slaughtered.

Oh, then I guess they're gone because pikes and axes get given weapons and recruited, swords and maces get given no weapons but are recruited anyway  :P.



Update goes here.
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Hanslanda

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Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
« Reply #1434 on: May 17, 2012, 06:48:53 pm »

@ Mitch actually there were. In my play of the saves, they were in the migrant waves that got slaughtered.

Oh, then I guess they're gone because pikes and axes get given weapons and recruited, swords and maces get given no weapons but are recruited anyway  :P.


Hehe, I can see Fischer now:

Fischer: Here's your armor, now go take down that Spawn!!
Urist McRedshirt: Sir, uh ma'am, um boss?  We don't have any weapons.
Fischer:  :o Oh my... Let me talk to the quartermaster. Fischer, these boys have no weapons. *mocking falsetto* Oh, sorry boss, terribly sorry, here.
*Fischer passes out mugs*
Fischer: Take as many as you need, we got plenty. And don't put your booze in them, that's not what they're for.
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Splint

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Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
« Reply #1435 on: May 17, 2012, 07:12:38 pm »

On a funny note, mugs will be instituted as melee weapons, along with the mighty MUGHAMMER

stormtemplar

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Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
« Reply #1436 on: May 17, 2012, 07:24:38 pm »

In response to the DF limerick: Spearbreakers Haiku!

Set up new fortress
Spawn bites corrupt our dwarfs
Armok help us all

Six overseers gone
Seven doomed Starting Dwarfs
total still sane: Nil

Army full of pikes
Our Enemies are [NO_PAIN]
Splint is a moron

"Powerful pro army"
Primary cause of enemy death?
Fighting each other.

Edit:

Brave army fights our war
Carried home to hospital
Shoulda stayed down

I feel good about myself
« Last Edit: May 17, 2012, 07:29:08 pm by stormtemplar »
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Mitchewawa

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Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
« Reply #1437 on: May 17, 2012, 08:09:21 pm »

In response to the DF limerick: Spearbreakers Haiku!

Army full of pikes
Our Enemies are [NO_PAIN]
Splint is a moron

Hahaha, I vote this for front page!
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Aseaheru

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Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
« Reply #1438 on: May 17, 2012, 08:21:56 pm »

use mug cannon loaded with syndrome mugs. just dont use the "special FROG" mugs... :D
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Splint

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Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
« Reply #1439 on: May 17, 2012, 09:21:31 pm »

I'm not a moron. i just lack common sense is all.
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