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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 2208991 times)

Lolfail0009

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #7905 on: March 07, 2013, 11:17:58 pm »

Community Games And Stories.

Aseaheru

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #7906 on: March 07, 2013, 11:34:46 pm »

dito
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Lennoxite

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #7907 on: March 08, 2013, 04:41:01 am »

What Lol said.
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CognitiveDissonance

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #7908 on: March 08, 2013, 04:31:51 pm »

CognitiveDissonance cancels Read Thread: Too Insane

Damnit guys, why is this 500+ pages long?!
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zacen299

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #7909 on: March 08, 2013, 04:40:59 pm »

CognitiveDissonance cancels Read Thread: Too Insane

Damnit guys, why is this 500+ pages long?!

it's not so bad if you turn it to max replies per page or just use the links to the actual posts where things are going on. Granted I'm being a bit of a hypocrite when I say that due to not even finishing myself I still have to read Reudh's and Tomio's turns and then ALL the stories I skipped while reading...
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tomio175

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #7910 on: March 08, 2013, 04:43:04 pm »

CognitiveDissonance cancels Read Thread: Too Insane

Damnit guys, why is this 500+ pages long?!

it's not so bad if you turn it to max replies per page or just use the links to the actual posts where things are going on. Granted I'm being a bit of a hypocrite when I say that due to not even finishing myself I still have to read Reudh's and Tomio's turns and then ALL the stories I skipped while reading...
You can pretty much skip my turn. Not much happened, I just bunkered up.

Edit: I probably got Fischer in her current state. My apologies.
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soulslicerjames

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #7911 on: March 09, 2013, 05:21:03 pm »

It's not so bad if you started early and just kept up.  See if someone can lend you a time machine.  Just don't post in the past please, we don't want any temporal paradoxes making this thread more confusing.
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Lennoxite

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #7912 on: March 09, 2013, 06:32:43 pm »

This is quite a big thread, so have fun!

Continuing with Aegis Operations...

The "Operators"!
Spoiler (click to show/hide)
...  :-\
Thoughts?
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Splint

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #7913 on: March 09, 2013, 06:58:20 pm »

I won't make any statments that aren't there, but it sounds like they're probably a newcomer and any involvement they have would probably be on behalf of an employer (most likely Joseph) or their own company interests in locations major fighting is taking place in the timewar's future battlegrounds like Sewaturet or near the Eris Facility near the ruins of Spearbreakers.

Lennoxite

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #7914 on: March 09, 2013, 08:38:22 pm »

Aegis Ops being a R&D organization looking for a profit, any involvement in the war would most likely be supplying new breakthroughs in warfare technology to the the side that is willing to give them the most money. In this case, joining the war on one side will warrant attacks from the other. Most likely, they will begin supplying new weapons to one side of the future time war and will start getting attacked by the other side.

My current idea for the first story concerning Aegis Ops will revolve around the recent decision to join the (future) time war, the flaw of the current leadership system, and the company's first tangle with Parasol/Ballpoint/Eris/Stone Inc.. Needless to say, this new company is going to learn just how screwed it is when it joins the war.
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Splint

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #7915 on: March 09, 2013, 08:51:41 pm »

I'd say consult Mr. Frog and Talvieno on your group regardless. They'd be of greater help than I.

Aseaheru

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #7916 on: March 09, 2013, 08:57:43 pm »

I can just see people in Stone INC going "who are these people and why are they so clueless about this war? dont they know there is a war on?"
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Splint

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #7917 on: March 09, 2013, 09:05:18 pm »

It's more of a clash between particularly powerful corporations that happened to suck in the towns and cities near the battlegrounds. Technically the only "legal" war on is between the states manipulated by Joseph into attacking Sewaturet as part of a ploy to get Ballpoint off his back so he can focus on dealing with Parasol first.

Reudh

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #7918 on: March 09, 2013, 09:54:31 pm »

Hey guys, I had a sudden idea of brilliance.

We could start up a 'Spearbreakers Wiki' that explains all of the characters, concepts and companies, and the universe behind it. We could host it on Wikia, which is free I think.

We've already got a fair amount of art to go with it too, from our resident amazing artists. :D

Splint

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Re: Spearbreakers - Madness. Mayhem. Mugs. (34.11)
« Reply #7919 on: March 09, 2013, 09:57:12 pm »

If someone doesn't mind maintaining it (as I have no idea how that shit works,) When I get around to starting the next game ideas discussion thread and here on the OP I'll gladly provide a link.
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