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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 2278768 times)

Splint

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #7890 on: March 07, 2013, 12:32:35 pm »

I would prefer you didn't. If only because I'm gunshy of magma mist (which makes no sense unless those things being dump in magma ar going at terminal velocity.)

tahujdt

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #7891 on: March 07, 2013, 01:18:08 pm »

You're gunshy of whatnow? How is turning off temp going to make it worse?
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Splint

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #7892 on: March 07, 2013, 01:37:23 pm »

If it gets turned back on anyone exposed to that or hit by a fireball will spontaneously burst into flames and die.

Aseaheru

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #7893 on: March 07, 2013, 03:37:42 pm »

That... sounds like a bad thing.

I have a bit of a plot idea for the next Spearbreakers. In that a expedition has been lost past the ocean and a new outpost has been commanded to be constructed.
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Lolfail0009

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #7894 on: March 07, 2013, 04:27:02 pm »

I also have a plot idea.

The tale of Spearbreakers, the last bastion against the Holistic Spawn, has grown to legend. As a sign of respect to those who lost their lives in the Spawn Wars, all such bastions shall be named a Spearbreaker. Only, the original Spearbreakers was struck by space-time distortions, and now the newest Spearbreaker lies on such a destined path...

Lennoxite

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #7895 on: March 07, 2013, 06:33:51 pm »

Let's save the plot ideas for when we start Spearbreakers II...

Concerning Aegis Ops, I still need more feedback before I can continue with my little group.
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zacen299

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #7896 on: March 07, 2013, 06:49:58 pm »

Let's save the plot ideas for when we start Spearbreakers II...

Concerning Aegis Ops, I still need more feedback before I can continue with my little group.

Dude they're always coming up with new ideas for spearbreakers 2 it's what they do. The only caveat is that which ones will be used will only be decided when SB2 actually starts (I think).
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Splint

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #7897 on: March 07, 2013, 10:01:02 pm »

I'd just as soon just aim to meet the goal of becoming the capital and setting Queen Sibrek up in Hell with a palace made of iron. Should all go well in the summer, when I aim to start that attack, the palace should be finished by the end of my turn. This may actually work out nicely and we shouldn't need more overseers other than Tahu and Paintbrush if the queen arrives during their turns.

I wouldn't mind making it go past that, but it'd be like forcing a meme really; there'd be nothing left to us and the game is already approaching almost unbearable levels in FPS. I'll give turning off temperature a chance, but if there's no major improvement then I'm gonna kick it back on.

Which reminds me, I need to dig out an ammo store down by hell if I haven't already...

Aseaheru

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #7898 on: March 07, 2013, 10:10:53 pm »

so lets start working on MK2, shall we?
this way we can start after the queen is in.
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Splint

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #7899 on: March 07, 2013, 10:14:08 pm »

I intend actually for a little game set in Spearbreakers' continuity but from the human perspective.

Would anyone object to making a thread somewhere were we can discuss courses of action for both this game and SBII? Or would you guys prefer discussing it here?

Aseaheru

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #7900 on: March 07, 2013, 10:20:04 pm »

Lets get a thread.
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Reudh

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #7901 on: March 07, 2013, 11:01:14 pm »

I intend actually for a little game set in Spearbreakers' continuity but from the human perspective.

Would anyone object to making a thread somewhere were we can discuss courses of action for both this game and SBII? Or would you guys prefer discussing it here?

Sounds good to me. Prevents derailment of this thread.

Splint

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #7902 on: March 07, 2013, 11:03:56 pm »

Ok then, who wants to start it? Or should I and save you guys the organizational headache? :P

Aseaheru

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #7903 on: March 07, 2013, 11:06:06 pm »

You do it please. and can we have a link to it here?
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Splint

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #7904 on: March 07, 2013, 11:13:52 pm »

Sure thing. I'm going to put a link on the OP, last question: General discussion or Community games and stories? I'm not sure where it belongs since we'll be discussing possibilities for two separate games.
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