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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 2273537 times)

Splint

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #6030 on: October 20, 2012, 03:53:26 pm »

The fact he's been beaten that badly implies somebody got one hell of a shot in.

Lolfail0009

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #6031 on: October 20, 2012, 05:00:03 pm »

Or a whole barrage.

Draconik_Sankis

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #6032 on: October 20, 2012, 05:28:18 pm »

Video Log of Draconik Sankis [Dated Three Weeks Prior] (can't do pictures yet however figured a Vid-log was the correct way to show this)
Spoiler (click to show/hide)

Transcript Log: Revival [Warning Wall of Speech]
Spoiler (click to show/hide)

Draconik's Log [ Dated Today]
Spoiler (click to show/hide)
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Splint

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #6033 on: October 20, 2012, 05:46:47 pm »

Nice as always. And now Jack's back proper!

Reudh

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #6034 on: October 20, 2012, 08:02:09 pm »

Ye gods. If Skewer's infected, then you'll need the remainder of Squad 1 and all of Squad 2 to take him down, especially if Fischer's out of action.

Tomio, I ask you this for Spearbreakers.
Review ALL the combat logs. As many as you can.
Find something like 'The holistic spawn bites blahdiblah in the wherever, tearing the skin.' As long as it perforates the skin, it's a 25% chance of infection. Doesn't count if it's a bruise > latch > damage.

Alternatively, view everyone in Squad 1, 2, 3, 3 Second Company, Civil Defense 1 and 2.
It's incredibly unlikely that anyone in Civil Defense 1 and 2, or Squad 3 Second company took a hit, but it's wise to check.

A spawn infection will spiral out of control if you let it. ANYONE who has a Fever is dangerous to the fort. Burrow / station them if they're able to move; if they're not, then send the force of the army to dogpile them when they turn. If they're outside, put the 'oh god they're here' alarm on, (m-> a) and send the army in. You REALLY don't want a spawn roaming free in the fort; even if their victims survive there's a 25% chance of another spawn joining the party in a month's time.

Press P to select individual people to station, though I suppose you knew that already.
I'll send you a PM on how to operate uniforms. It took me a while when I was starting out too. :D

soulslicerjames

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #6035 on: October 20, 2012, 08:20:24 pm »

I say cleanse the infected with fire before they turn.  after all, if they are tough enough only the corruption will be purged.

For further instructions, treat as if you are in the middle of (the classical depiction of) a zombie apocalypse.
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Lolfail0009

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #6036 on: October 20, 2012, 08:25:48 pm »

I.e. Run like hell.

Draconik_Sankis

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #6037 on: October 21, 2012, 01:14:16 am »

Only after pulling the FTW Lever.  Then as Magma [lava], rains down from above may you run like hell.... not ONE moment before.
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Splint

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #6038 on: October 21, 2012, 01:30:00 am »

Well if he's been fucked up then hopefully the goblins took care of that for us. And am I the only one thinking of trying to figure out a way to funnel the mutated onto the battlefield to see what they can do to our enemies?

tomio175

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #6039 on: October 21, 2012, 02:55:34 am »

You have no idea how fucked I am... Oh wait, you all do, except for lolfail... OH GOD.
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...You're arguing with the GM? Why don't you argue with Jesus about how much Peter liked clams?
Because each player's delicious tears are fuel for the continued torture that is the Warrens of Oric the Awesome.

Reudh

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #6040 on: October 21, 2012, 03:01:22 am »

Wait, what happened?

Anything bad?

I could help somewhat with suggestions, etc. There's always the tinychat if you desperately need help with something. What's your GMT? I'm +10.

Splint

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #6041 on: October 21, 2012, 03:03:16 am »

Ok, if you just got most of our soldiers killed, I'm gonna have to call roll back. Because there's no way you can fail that badly, no offense intended. Because I mean... Come on. It's our army. It took the spawn outnumbering our guys to absurd levels to kill any of them.

tomio175

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #6042 on: October 21, 2012, 03:42:56 am »

No, it's only mincer/skewer...
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...You're arguing with the GM? Why don't you argue with Jesus about how much Peter liked clams?
Because each player's delicious tears are fuel for the continued torture that is the Warrens of Oric the Awesome.

Splint

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #6043 on: October 21, 2012, 03:48:05 am »

Oh joy, TWO infected soldiers. Strip them if possible, shove them in cells. Can't help them now.

tomio175

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #6044 on: October 21, 2012, 03:56:26 am »

Will do.
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...You're arguing with the GM? Why don't you argue with Jesus about how much Peter liked clams?
Because each player's delicious tears are fuel for the continued torture that is the Warrens of Oric the Awesome.
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