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Author Topic: NecroThreat IV: Fortress for BFEL, God of Necromancy  (Read 519457 times)

Enemy post

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Re: NecroThreat IV: Fortress for BFEL, God of Necromancy
« Reply #2085 on: September 04, 2017, 11:20:37 am »

Wouldn't it be a good idea to keep disasters, since the new version is approaching and turn requests are thinning out?
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apiks

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Re: NecroThreat IV: Fortress for BFEL, God of Necromancy
« Reply #2086 on: September 04, 2017, 11:39:34 am »

Wouldn't it be a good idea to keep disasters, since the new version is approaching and turn requests are thinning out?

We always reach a point where there is a lack of new turn requests, but that is often short-lived. I'm certain people will keep requesting turns.

I'm more worried about the FPS, if anything. I would really like to avoid an FPS death again.
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Carefulrogue

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Re: NecroThreat IV: Fortress for BFEL, God of Necromancy
« Reply #2087 on: September 04, 2017, 11:45:53 am »

Yeah, fire breathers are hellish.  I once had a firebreathing giant wipe out the entirety of the military on another game.  140 troops, burned to a crisp.  I ended scum saving, mostly due to the frame rate crashing.  Incidentally, that's the same game where the names in the dreamscape my character was called by were pulled from. 

I'll take a new turn.
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TheFlame52

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Re: NecroThreat IV: Fortress for BFEL, God of Necromancy
« Reply #2088 on: September 04, 2017, 06:51:11 pm »

I'm gonna be honest, I was using liquids to put out flaming dwarves during the lazorshark invasion.

apiks

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Re: NecroThreat IV: Fortress for BFEL, God of Necromancy
« Reply #2089 on: September 04, 2017, 06:59:56 pm »

I'm gonna be honest, I was using liquids to put out flaming dwarves during the lazorshark invasion.

Yes, I did think about forcing a fight into water, but it wasn't viable.

Besides, the fire isn't the problem most of the time. The forumites, in fact, managed to survive for an impressive amount of time simply by dodging, even the recruits. The problem was the smoke.

All those times you hear villains say "you won't get anywhere just by running" turned out to be true.
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Carefulrogue

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Re: NecroThreat IV: Fortress for BFEL, God of Necromancy
« Reply #2090 on: September 04, 2017, 10:22:07 pm »

I'm gonna be honest, I was using liquids to put out flaming dwarves during the lazorshark invasion.

Yes, I did think about forcing a fight into water, but it wasn't viable.

Besides, the fire isn't the problem most of the time. The forumites, in fact, managed to survive for an impressive amount of time simply by dodging, even the recruits. The problem was the smoke.

All those times you hear villains say "you won't get anywhere just by running" turned out to be true.
Yep.  I would prefer striking with shields to just endless blocking, dodging, and parrying. 
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I never thought genocide would look so cute. . .
No reason someone can be dorfed only once. An entire army of Carefulrogue! All in one coffin, it seems.
"Guys if you say 'oops sorry' afterwards it's not a war crime, right?"

pikachu17

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Re: NecroThreat IV: Fortress for BFEL, God of Necromancy
« Reply #2091 on: September 05, 2017, 09:36:57 am »

So yeah, when fighting fire either fight in a large area or bring ranged fighters.
Couldn't you put down floors on the on the caverns, so there is nothing to burn? You just cover a number of squares from the cavern entrance.
We always reach a point where there is a lack of new turn requests, but that is often short-lived. I'm certain people will keep requesting turns.
Speaking of, I'd like a second turn.
If I can figure out a way of doing so, can I make one of the artifacts a sword named "Rosywander"?
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Re: NecroThreat IV: Fortress for BFEL, God of Necromancy
« Reply #2092 on: September 05, 2017, 10:16:47 am »

When it's the dwarves burning, it doesn't matter if there is a Plump Helmet bush nearby or not, there will still be smoke.
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I never thought genocide would look so cute. . .
No reason someone can be dorfed only once. An entire army of Carefulrogue! All in one coffin, it seems.
"Guys if you say 'oops sorry' afterwards it's not a war crime, right?"

apiks

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Re: NecroThreat IV: Fortress for BFEL, God of Necromancy
« Reply #2093 on: September 05, 2017, 11:07:35 am »

So yeah, when fighting fire either fight in a large area or bring ranged fighters.
Couldn't you put down floors on the on the caverns, so there is nothing to burn? You just cover a number of squares from the cavern entrance.
We always reach a point where there is a lack of new turn requests, but that is often short-lived. I'm certain people will keep requesting turns.
Speaking of, I'd like a second turn.
If I can figure out a way of doing so, can I make one of the artifacts a sword named "Rosywander"?

I'm not sure how smoke works so I can't elaborate on that. I don't think anything needs to be burning for smoke.

As for Rosywander, I don't think you can change the name. However I've noticed we have an artifact grade sword - the very same one that Doren is wielding. I assumed that was your doing and that was Rosywander, so I didn't touch it.
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pikachu17

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Re: NecroThreat IV: Fortress for BFEL, God of Necromancy
« Reply #2094 on: September 05, 2017, 04:04:51 pm »

What's its name? Translated to both English, and Dwarvish, please.
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Smoke Mirrors

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Re: NecroThreat IV: Fortress for BFEL, God of Necromancy
« Reply #2095 on: September 05, 2017, 04:38:07 pm »

Possession Stick
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Glass

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Re: NecroThreat IV: Fortress for BFEL, God of Necromancy
« Reply #2096 on: September 05, 2017, 05:07:28 pm »

No, SM.
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apiks

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Re: NecroThreat IV: Fortress for BFEL, God of Necromancy
« Reply #2097 on: September 06, 2017, 01:52:46 pm »

The name of the sword is Titthalgukil, Playlurches.

Here's the savegame for Th4DwArfY1.
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Enemy post

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Re: NecroThreat IV: Fortress for BFEL, God of Necromancy
« Reply #2098 on: September 06, 2017, 02:05:34 pm »

Great turn, Apiks.
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TD1

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Re: NecroThreat IV: Fortress for BFEL, God of Necromancy
« Reply #2099 on: September 06, 2017, 04:33:27 pm »

Downloading now!
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