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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 2280361 times)

Reudh

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #6045 on: October 21, 2012, 03:59:26 am »

If the squad 'The Infected' is still there, assign them to that and they'll replace their armor and weapons with clothing and nothing.

Station + Burrow works if they can move. If they can't, build a containment wall around them, and order dumped their armor.

Draconik_Sankis

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #6046 on: October 21, 2012, 07:38:56 am »

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?
Nope Although i'm also picturing the loveable mutants being dropped into hell itself and ripping it a new one.  Although shortly there after I want strawberries for some reason, anyone know how well strawberries grow in hell?
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soulslicerjames

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #6047 on: October 21, 2012, 11:34:24 am »

Although shortly there after I want strawberries for some reason, anyone know how well strawberries grow in hell?

TAD beat you to it in Swordthunders.  They presumably tasted awesome.
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Splint

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #6048 on: October 21, 2012, 11:36:09 am »

I think that's what he was referencing. Unfortunatly we'd need to kill several beloved (one of them fire personified and probably not easy to kill) mascots for that.

Lolfail0009

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #6049 on: October 21, 2012, 04:25:23 pm »

Woah, remind me not to sleep when following this thread...

So wait, how is it that I'm the only one who has no idea how fucked you are?
Angelbane fell pretty hard...
Oh wait. This is Spearbreakers. It fell when you conceived the idea. You just got up again.

Splint

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #6050 on: October 21, 2012, 04:28:53 pm »

It means we need a massive recruitment drive and two more soldiers fall to spawnitis.We should install a panic lever to unless the horde though when we're on our knees. We also sadly need the dangerrom. Tradtional training WILL NOT yeild the desired results now.

Lolfail0009

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #6051 on: October 21, 2012, 04:30:12 pm »

Wow. You are fucked.

Aseaheru

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #6052 on: October 21, 2012, 04:31:32 pm »

Spearbreakers: the place where TRAINING WONT WORK BECAUSE WE ARE JUST TO BADASS.
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Splint

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #6053 on: October 21, 2012, 04:34:27 pm »

Badass has nothing to do with it. Our veterans are starting to die faster than we can get quality replacements.

Aseaheru

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #6054 on: October 21, 2012, 04:35:17 pm »

oh... my mistake... sorry.
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Splint

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #6055 on: October 21, 2012, 04:39:12 pm »

Not you fault, but with Fischer laid up and more and more soldiers getting wasted we NEED to raise troops of similar quality as quick as possible. And unfortunatly standard training I normally implement is impossible at this point simply do the the sheer demand we have for soldiers now (since the spawn seem to have gotten wise to our crowd  control measures.)

Lolfail0009

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #6056 on: October 21, 2012, 05:04:42 pm »

Pray let there be another necromancer. We need more hair wrestlers.

Or we could breach HFS and leave one supersized chimney to the surface. Could the spawn beat Hell?

Splint

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #6057 on: October 21, 2012, 05:09:52 pm »

Probably but we've engineered the assault point around mowing down the clown car. I don't think we need the demons rampaging through the fort killing us AND the enemy...

Lolfail0009

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #6058 on: October 21, 2012, 05:20:57 pm »

At this point I can only say...

Sorry, The Master. No turn for you.

Aseaheru

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #6059 on: October 21, 2012, 05:26:00 pm »

what did you do???
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