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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 2273368 times)

Lolfail0009

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Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
« Reply #8700 on: June 29, 2013, 01:40:00 am »

PAINTBRUUUUUUUUUUUUUUUUUUUUUUUSHturkey.

We need additional momentum!

Aseaheru

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Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
« Reply #8701 on: June 29, 2013, 06:37:13 am »

Quote
From Talvieno - I was testing adventure mode and came across a bunch of llamas attacking each other... the spawnified domestics still had the domestic tags, and, as they also had the "crazed" tag, it had started a loyalty cascade. I made the mistake of hitting one of the spawnified Llamas with a vampiric silver serrated disc from a serrated disc launcher and got absolutely pulverized by the furry monsters and was dead before I had a chance to move. Obviously I still have stuff to work out...
Dear lord... That is awesome.
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matioshka

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Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
« Reply #8702 on: June 29, 2013, 03:12:33 pm »

Reading roughly half of the overseer updates and miscellaneous stories induced me to come out of lurking and post my commendation. Excellent work.

Being a derp, and not bothering to check previous posts in the stupidity to be expected of an internet dweller, (In addition to being wholly unaware of DF's technical limitations.) Might I inquire as to whether or not the Spawn will, one day, be able to infect animals? To use the DF Cult's expression; That would be 'Fun'.
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Splint

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Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
« Reply #8703 on: June 29, 2013, 03:47:58 pm »

Actually in SBII they will be able to infect most domestic animals, though most fowl like Emu and the Battleyak will be immune.

matioshka

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Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
« Reply #8704 on: June 29, 2013, 04:14:52 pm »

Sounds awesome.
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Splint

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Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
« Reply #8705 on: June 29, 2013, 04:19:21 pm »

I'm leery of letting nondwarven sapients get infected though; if you saw the quote on the previous page, it can ruin a lot of the fun because they may turn on each other or attack their own caravans when they hit the play area.

Lolfail0009

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Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
« Reply #8706 on: June 29, 2013, 09:37:26 pm »

Although, it would leave some free stuff and a (hopefully) injured elf!spawn or two.  :P

soulslicerjames

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Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
« Reply #8707 on: June 30, 2013, 01:23:58 pm »

Since Dauros and Skitara are the only original members of the First squad still able to fight, I might personally make each of them leaders of their own squad, since:
A. I doubt that at this point they need to be together to to fight enemies without injuries, so being able to send them out separately means that High-threat enemies could be fought off at two places at once if such a situation arose.*
B. Hopefully they each could pass on the skill of being pure badass to whoever they'll be leading, and if both are lost (as Fischer proved, even gods of ass-kicking can be lost to FB syndromes or plain bad luck) then We'd better have some backup solders able to come close to Fischer levels of awesomeness if this fort is to survive without going back to the strategy of turtling until the enemy goes away.  After what this fort has done, such a state might lead to the fort dying of shame.

Of course, I can't claim to know what would be best or even work out, so keep in mind that this is just my .02$ and take it with a grain of salt.  If this is done however, May I suggest naming one of the squads "the disciples of Fischer?"

*Sidenote: I don't know if it's possible, but I think it would be FUN if, in SB II, some civs like goblins could invade though cavern levels.  After all, dwarves can't be the only civ that is fine with being underground.
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Splint

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Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
« Reply #8708 on: June 30, 2013, 03:07:37 pm »

I think they will attempt the flee through the caverns if an escape there is easier than through the dwarves if they get broken.

Splint

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Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
« Reply #8709 on: July 02, 2013, 02:40:52 am »

So... Anyone alive out there? Anyone?

soulslicerjames

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Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
« Reply #8710 on: July 02, 2013, 02:45:06 am »

No, but I'm certain the various mad scientists that call the fort home have left plenty of robots around.
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Splint

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Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
« Reply #8711 on: July 02, 2013, 02:54:09 am »

No, but I'm certain the various mad scientists that call the fort home have left plenty of robots around.
My, isn't that a terrifying prospect.

Lolfail0009

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Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
« Reply #8712 on: July 02, 2013, 03:46:43 am »

I tried to take a look at Tahu's save, but Filedropper is the most fuckwitted fileshare system ever.

Aseaheru

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Re: Spearbreakers - A Tale Of Depression, Pyromania, and Mugs. (34.11)
« Reply #8713 on: July 02, 2013, 03:48:21 am »

Ive been building them. Robots that is.
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tahujdt

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I suggest that we add a clause permitting the keelhauling of anyone who suggests a plan involving "zombify the crew".
Quote from: MNII
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