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Author Topic: Fleshmancy 3: Meatcastles  (Read 8347 times)

Supernerd

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Re: Fleshmancy 3: Meatcastles
« Reply #105 on: December 04, 2017, 06:51:13 pm »

I'll point out that a Visceral Surgeon may have difficulty fixing an exoskeleton unit.
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websim.ai is coming dangerously close to being able to run Gridhood. Maybe I'll live to see the day if I exercise, eat right, and somehow convince the world's governments not to nuke everyone.

endlessblaze

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Re: Fleshmancy 3: Meatcastles
« Reply #106 on: December 04, 2017, 07:30:29 pm »

Hallucis comes to agreement.


Research an upgrade to the Bloodhunters.
By increasing muscle density the speed of the Bloodhunters can be increased, and there bite strength boosted. Although the primary point of this upgrade is SPEED.

While there at it, they add a simple sharp bone spike to the end of the tail, they can use this to stab enemies.
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Kids make great meat shields.
I nominate endlessblaze as our chief military executive!

Paxiecrunchle

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Re: Fleshmancy 3: Meatcastles
« Reply #107 on: December 06, 2017, 04:03:49 am »

Hey, I hope this isnt the wrong place to ask, but where can I find fleshmancy, and fleshmancy 2?

Paxiecrunchle

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Re: Fleshmancy 3: Meatcastles
« Reply #108 on: December 06, 2017, 06:08:14 am »

Nevermind, I found them http://www.bay12forums.com/smf/index.php?topic=152510.30 http://www.bay12forums.com/smf/index.php?topic=152452.30

QuickQuestion: Do you have any plans on making an actual arms race PVP game in the fleshmancy setting, because that sounds kind of fun given how fu n this has been.

longer question: Are humanoids here alegedly running  runnin the show(We all know their creations are the true stars though)...the same troglodytic hunchbacks from the other games or is this a setting reboot?

Edit: Re-reade the description and yes they are....hmm how long have they been on the surface? long enough to be gentically distinct from the cavern dwellers? 100 years? 6,000 20,000? 750?
« Last Edit: December 06, 2017, 06:11:00 am by Paxiecrunchle »
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Paxiecrunchle

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Re: Fleshmancy 3: Meatcastles
« Reply #109 on: December 09, 2017, 03:48:42 am »

Perhaps I should stop checking on this everyday  :-\

Sl4cker

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Re: Fleshmancy 3: Meatcastles
« Reply #110 on: December 09, 2017, 05:50:20 am »

the fabled triple post
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Paxiecrunchle

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Re: Fleshmancy 3: Meatcastles
« Reply #111 on: December 09, 2017, 06:02:16 am »

the fabled triple post

More like a double post and then another several days later.

Urist Mc Dwarf

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Re: Fleshmancy 3: Meatcastles
« Reply #112 on: December 09, 2017, 10:18:02 pm »

So question...would having there be specific placements for our units make a difference?

Urist Mc Dwarf

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Re: Fleshmancy 3: Meatcastles
« Reply #113 on: December 18, 2017, 04:43:54 pm »

I use fleshmancy on the thread!

Doomblade187

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Re: Fleshmancy 3: Meatcastles
« Reply #114 on: December 18, 2017, 04:53:31 pm »

Unfortunately, this game is at the very least on a long Hiatus. If you want to play the new spinoff, Look for Fleshmancy Neo.
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In any case it would be a battle of critical thinking and I refuse to fight an unarmed individual.
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Supernerd

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Re: Fleshmancy 3: Meatcastles
« Reply #115 on: December 18, 2017, 05:15:17 pm »

It has already been made abundantly clear that Fleshmancy does not work on the dead.
Here is a link to NEO.
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websim.ai is coming dangerously close to being able to run Gridhood. Maybe I'll live to see the day if I exercise, eat right, and somehow convince the world's governments not to nuke everyone.
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