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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 2278662 times)

Splint

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Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
« Reply #2175 on: June 27, 2012, 01:19:18 pm »

..... Do we have one extremly disposable dwarf.

stormtemplar

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Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
« Reply #2176 on: June 27, 2012, 01:24:23 pm »

Alright, I'm about 75% sure that there isn't a necromancer out here. Nothing's getting back up and there are plenty of not-reanimated body parts around.
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It's needlessly complicated and a hazard to cats.

I'll take twenty!

Splint

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Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
« Reply #2177 on: June 27, 2012, 01:27:48 pm »

severed head/arms/hands laying out there?

stormtemplar

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Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
« Reply #2178 on: June 27, 2012, 01:28:03 pm »

Spoke too soon. Where the hell is he? I seem to recall someone knowing where that necromancer was. Speak now, our army is taking losses. I'm pretty sure most of the dead are draftees, but it's only a matter of time.
« Last Edit: June 27, 2012, 01:30:44 pm by stormtemplar »
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It's needlessly complicated and a hazard to cats.

I'll take twenty!

Splint

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Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
« Reply #2179 on: June 27, 2012, 01:30:16 pm »

If it weren't for the fact that it'll backfire horribly, I'd allow magmaweaponization this once: To incinerate the surface and kill that little shit.

stormtemplar

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Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
« Reply #2180 on: June 27, 2012, 01:35:56 pm »

I need to find this guy and fast, WHERE COULD HE BE? Well Crap. I appear to be dead. At this point, I'm giving up.
« Last Edit: June 27, 2012, 01:40:37 pm by stormtemplar »
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It's needlessly complicated and a hazard to cats.

I'll take twenty!

Splint

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Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
« Reply #2181 on: June 27, 2012, 01:42:43 pm »

Define giving up. Throwing in the towel and making us revert or just killing us all like an asshole and then forcing us to revert?

stormtemplar

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Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
« Reply #2182 on: June 27, 2012, 01:43:51 pm »

None of the above. I mean giving up as in RETREAT! We'll try again later.
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It's needlessly complicated and a hazard to cats.

I'll take twenty!

Splint

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Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
« Reply #2183 on: June 27, 2012, 01:44:28 pm »

Casualties?

stormtemplar

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Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
« Reply #2184 on: June 27, 2012, 01:49:48 pm »

A fair few. We're down to 82 dwarves from 88, soon to be 78 as 4 are trapped outside the walls

ThatAussieguy, Paintbrushturky, Niccolo, Draco and me are the named dead. I'm pretty sure that's all of them.

The military is down to 22, of which 20 have some level of skill.
« Last Edit: June 27, 2012, 01:53:19 pm by stormtemplar »
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It's needlessly complicated and a hazard to cats.

I'll take twenty!

Splint

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Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
« Reply #2185 on: June 27, 2012, 01:53:36 pm »

yeesh. Guess Paintbrush will have to be ghostly overseer then. How did you get that many killed? and who's left outside?

stormtemplar

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Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
« Reply #2186 on: June 27, 2012, 01:59:44 pm »

Migrants and a few soldiers, no one important. 1 of the soldiers is in the middle of a zombie pack, the other was to wounded to move. Neither are savable. The migrants aren't really skilled, so no use fighting for them. Most of the deaths are due to a move I made in a panic, which was to fan out to search for the necromancer, which left a few guarding the entrance. They all died. Thankfully, Fischer, Draignean lived and are fine, so the core of the military survived.
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It's needlessly complicated and a hazard to cats.

I'll take twenty!

Splint

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Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
« Reply #2187 on: June 27, 2012, 02:02:35 pm »

blanket forbid EVERYTHING on the surface. EVERYTHING

Mr Frog

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Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
« Reply #2188 on: June 27, 2012, 02:29:15 pm »

Burrow everyone in the dining hall, too.

Basically, go out of your way in as many ways as possible to prevent any dwarf from trying to path to the surface.

PS -- If my dwarf dies, it was a clone/robot/artifact wax statue/whatever.
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A great human twisted into humanoid form. It has an emaciated appearance and it squirms and fidgets. Beware its bronyism!

Spawn of Holistic, and other mods

My tileset. Because someone asked. (Now with installation instructions!)
I so want your spawn babies

Splint

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Re: Spearbreakers - Madness. Mayhem. Mugs. (.34.07)
« Reply #2189 on: June 27, 2012, 02:47:15 pm »

you've already established that. Besides, if you take longer than expected on trips to that crazy installation, people will notice.
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