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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 2278326 times)

Splint

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #7740 on: February 26, 2013, 04:36:48 pm »

I'ma little stressed at present but an update may be forthcoming in the following days. Turn list finally updated. Here I will make a list of requirements for Overseership.



That's all I can think of, but do these things/ try to think of them, and we won't have any problems OOC. If you guys have any suggestions/revisions, feel free to make them known. Just don't let it get to debate levels.

Lolfail0009

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #7741 on: February 26, 2013, 04:52:18 pm »

I feel as though rule 8 was hidden due to inferring that the spontaneous blazes should be tamed. But I'm sick, so who's to say?



Anyways, should there be a hard limit on excess construction/manufacture?

Splint

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #7742 on: February 26, 2013, 04:58:05 pm »

As far as pointless projects, I'd say the only real limit is on building materials and available space, which we're sort of running afoul of, since trees actually help us now by forcing most caravans to use the road.

Manufacturing I've pretty much put to a halt at present, save for furniture and bins. We literally have so much shit piled up that it's ridiculous. I mean to the nth degree ridiculous (I actually have seen mugs laying in the halls in places.)

And I can't believe I misnumbered those, but that is a good idea actually...

tahujdt

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #7743 on: February 27, 2013, 09:16:37 am »

Two questions: first, will turning temp. off have any effect on our defenses? Second, have we built a coinstar trainer yet?
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Mr Frog

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #7744 on: February 27, 2013, 02:02:28 pm »

Quote from: Splint
[offhandedly] Sometimes fires start on the surface for no discernible reason. [...]

I find this funny enough by itself to nominate.
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Xahnel

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #7745 on: February 27, 2013, 02:22:30 pm »

-peaks in- ...
<.<
>.>

Is this stamp on my hand still good for a free re-entry?
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Aseaheru

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #7746 on: February 27, 2013, 02:43:31 pm »

Quote from: Splint
[offhandedly] Sometimes fires start on the surface for no discernible reason. [...]

I find this funny enough by itself to nominate.
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Splint

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #7747 on: February 27, 2013, 03:20:33 pm »

@ Tahu - We don't really need a coinstar trainer since the original danger room works fine for training(Plus we already have a small one built, though it could use expanding...) Plus we already have more than enough iron and don't need to replicate metal. The added clutter would just make things worse.

As far as turning off temperature, I was wondering that myself, but more due to the incidents my last turn regarding magma dumping.

Xahnel

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #7748 on: February 27, 2013, 04:45:39 pm »

So, has Rose done anything important since I vanished?
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Splint

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #7749 on: February 27, 2013, 04:55:40 pm »

You'd have to read through the copious amounts of stuff. She's doing her job quite well though.

Oh and I have a DFhack script now that will let me make their (Splint and Rose's) relationship official in-game now.

Xahnel

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #7750 on: February 27, 2013, 05:00:21 pm »

After reading the tv tropes page, and the quotes section, my only question: how the hell has The Doctor not dropped into this story?

Well, off to attempt to catch up. ALLONS-Y!!!
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Splint

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #7751 on: February 27, 2013, 05:02:22 pm »

He probably would have been killed twice over just because the locals thought it's be funny to hit him with sharp things/shoot at him.

CognitiveDissonance

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #7752 on: February 27, 2013, 06:26:19 pm »

This is still going, right? I'm only on page 37... but I did draw an inspired rendition of The Spawn. Would you be interested?
(I'll upload when I'm not at work)
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Splint

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #7753 on: February 27, 2013, 06:28:13 pm »

Why yes it is still ongoing! And we're always interested in artwork from the community.

Aseaheru

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #7754 on: February 27, 2013, 06:51:22 pm »

Spoiler (click to show/hide)
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